Merge pull request 'Redo puzzles authoring and registration' (#30) from revamp_puzzle_registration into main

Reviewed-on: #30
This commit is contained in:
2025-10-16 19:29:53 +00:00
89 changed files with 3964 additions and 677 deletions

View File

@@ -14,7 +14,17 @@ MonoBehaviour:
m_EditorClassIdentifier:
m_GroupName: Default Local Group
m_GUID: 6f3207429a65b3e4b83935ac19791077
m_SerializeEntries: []
m_SerializeEntries:
- m_GUID: 1a9d24004b795e147b8544845a7a9ae3
m_Address: Puzzles/Testing
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: d28c589c05c122f449a8b34e696cda53
m_Address: Puzzles/Quarry
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0
m_ReadOnly: 0
m_Settings: {fileID: 11400000, guid: 11da9bb90d9dd5848b4f7629415a6937, type: 2}
m_SchemaSet:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a17ef190d30246143a8f7a83591f2c1f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: LureWolter
m_EditorClassIdentifier:
stepId: LureWolter
displayName: Wolter Lured!
displayName: Wolter Lured!!
description: Place Chocolate in the luring spot.
icon: {fileID: 0}
unlocks:

View File

@@ -0,0 +1,20 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 84e39aac66cf4a10a89abc01b04b13af, type: 3}
m_Name: PickChocolate
m_EditorClassIdentifier:
stepId: PickChocolate
displayName: Picked Up Chocolate!
description: Avoid the gaze of the picnic lovers and steal their loot.
icon: {fileID: 0}
unlocks:
- {fileID: 11400000, guid: d0851a7610551104fa285c0748549d90, type: 2}

View File

@@ -0,0 +1,31 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0a79780a5a0d498084afd737d4515e3b, type: 3}
m_Name: Quarry
m_EditorClassIdentifier: AppleHillsScripts::PuzzleS.PuzzleLevelDataSO
levelId: Quarry
displayName: Quarry
allSteps:
- {fileID: 11400000, guid: d0851a7610551104fa285c0748549d90, type: 2}
- {fileID: 11400000, guid: ed967c44f3a8b914aabc1539f774efc7, type: 2}
- {fileID: 11400000, guid: 8ac614a698631554ab8ac39aed04a189, type: 2}
- {fileID: 11400000, guid: 6386246caab8faa40b2da221d9ab9b8a, type: 2}
- {fileID: 11400000, guid: 0fb0ab2b55d93a24685e9f6651adcf30, type: 2}
- {fileID: 11400000, guid: ea383d1dee861f54c9a1d4f32a2f6afc, type: 2}
- {fileID: 11400000, guid: f9da68caaae2a244885a13cf2e2e45c0, type: 2}
- {fileID: 11400000, guid: 28848561ff31fe24ea9f8590dee0bf8f, type: 2}
- {fileID: 11400000, guid: 5700dd3bf16fa9e4aa9905379118d1bd, type: 2}
- {fileID: 11400000, guid: 37409d749a15970438d761d1d658d7a6, type: 2}
initialSteps:
- {fileID: 11400000, guid: ed967c44f3a8b914aabc1539f774efc7, type: 2}
- {fileID: 11400000, guid: 8ac614a698631554ab8ac39aed04a189, type: 2}
- {fileID: 11400000, guid: ea383d1dee861f54c9a1d4f32a2f6afc, type: 2}

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: d28c589c05c122f449a8b34e696cda53
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,20 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 84e39aac66cf4a10a89abc01b04b13af, type: 3}
m_Name: HeadbandPickup
m_EditorClassIdentifier:
stepId: HeadBandPickup
displayName: Picked up Headband!
description: Once Wolter jumps out of the bushes, the headband is interactable.
icon: {fileID: 0}
unlocks:
- {fileID: 11400000, guid: 37409d749a15970438d761d1d658d7a6, type: 2}

View File

@@ -0,0 +1,19 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 84e39aac66cf4a10a89abc01b04b13af, type: 3}
m_Name: SoundBirdDeafen
m_EditorClassIdentifier:
stepId: Deafen Bird
displayName: Deaf SoundBird
description: sds
icon: {fileID: 0}
unlocks: []

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 37409d749a15970438d761d1d658d7a6
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a9958845b52d0d7468c9c36a6969e9ea
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,24 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!114 &11400000
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 0a79780a5a0d498084afd737d4515e3b, type: 3}
m_Name: Testing
m_EditorClassIdentifier: AppleHillsScripts::PuzzleS.PuzzleLevelDataSO
levelId: Testing
displayName: Testing
allSteps:
- {fileID: 11400000, guid: 0b13ff4f31443b74281b13e0eef865c2, type: 2}
- {fileID: 11400000, guid: a84cbe9804e13f74e857c55d90cc10d1, type: 2}
- {fileID: 11400000, guid: 13b0c411066f85a41ba40c3bbbc281ed, type: 2}
- {fileID: 11400000, guid: 9de0c57af6191384e96e2ba7c04a3d0d, type: 2}
initialSteps:
- {fileID: 11400000, guid: 0b13ff4f31443b74281b13e0eef865c2, type: 2}
- {fileID: 11400000, guid: a84cbe9804e13f74e857c55d90cc10d1, type: 2}

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1a9d24004b795e147b8544845a7a9ae3
NativeFormatImporter:
externalObjects: {}
mainObjectFileID: 11400000
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,321 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using UnityEditor.AddressableAssets;
using UnityEditor.AddressableAssets.Settings;
namespace PuzzleS.Editor
{
/// <summary>
/// Handles asset post-processing for puzzle step data.
/// Automatically builds level data from folder structure.
/// </summary>
public class PuzzleAssetProcessor : AssetPostprocessor
{
// Base path for puzzle data
private const string PuzzleDataBasePath = "Assets/Data/Puzzles";
/// <summary>
/// Called after assets have been imported, deleted, or moved.
/// </summary>
private static void OnPostprocessAllAssets(
string[] importedAssets,
string[] deletedAssets,
string[] movedAssets,
string[] movedFromAssetPaths)
{
bool puzzleAssetsChanged = false;
// Check for changes to puzzle step assets
foreach (string assetPath in importedAssets.Concat(movedAssets))
{
if (IsPuzzleAssetPath(assetPath) && Path.GetExtension(assetPath) == ".asset")
{
var asset = AssetDatabase.LoadAssetAtPath<ScriptableObject>(assetPath);
if (asset is PuzzleStepSO)
{
// Find which level this step belongs to
string assetDir = Path.GetDirectoryName(assetPath);
string levelFolderPath = FindLevelFolder(assetDir);
if (!string.IsNullOrEmpty(levelFolderPath))
{
ProcessPuzzleLevelFolder(levelFolderPath);
puzzleAssetsChanged = true;
}
}
}
}
// Check for changes to puzzle folder structure
foreach (string assetPath in deletedAssets.Concat(movedFromAssetPaths))
{
if (IsPuzzleAssetPath(assetPath))
{
// Extract parent folders for processing
string assetDir = Path.GetDirectoryName(assetPath);
string levelFolderPath = FindLevelFolder(assetDir);
if (!string.IsNullOrEmpty(levelFolderPath) && Directory.Exists(levelFolderPath))
{
ProcessPuzzleLevelFolder(levelFolderPath);
puzzleAssetsChanged = true;
}
}
}
if (puzzleAssetsChanged)
{
// Make sure changes are saved
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
Debug.Log("[PuzzleProcessor] Puzzle data processing complete");
}
}
/// <summary>
/// Checks if an asset path is within the puzzle data folder structure
/// </summary>
private static bool IsPuzzleAssetPath(string assetPath)
{
// Unity's AssetDatabase always uses forward slashes, so we need to normalize for comparison
string normalizedPath = assetPath.Replace('\\', '/');
string normalizedBasePath = PuzzleDataBasePath;
return normalizedPath.StartsWith(normalizedBasePath) &&
!normalizedPath.Contains("/.") && // Skip hidden folders
!Path.GetExtension(normalizedPath).Equals(".meta");
}
/// <summary>
/// Find the level folder that contains this asset path
/// Assumes level folders are direct children of PuzzleDataBasePath
/// </summary>
private static string FindLevelFolder(string assetPath)
{
if (string.IsNullOrEmpty(assetPath)) return null;
// Unity's AssetDatabase always uses forward slashes
string normalizedPath = assetPath.Replace('\\', '/');
if (!normalizedPath.StartsWith(PuzzleDataBasePath))
return null;
// Get the relative path from the base path
string relativePath = normalizedPath.Substring(PuzzleDataBasePath.Length);
if (relativePath.StartsWith("/"))
relativePath = relativePath.Substring(1);
// Split into path components and get the first folder (level name)
string[] pathComponents = relativePath.Split('/');
// First component after PuzzleDataBasePath should be the level name
if (pathComponents.Length > 0)
{
// Use proper path joining with Unity's forward slash convention
return PuzzleDataBasePath + "/" + pathComponents[0];
}
return null;
}
/// <summary>
/// Process a level folder to build/update a PuzzleLevelDataSO with all puzzle steps
/// </summary>
private static void ProcessPuzzleLevelFolder(string folderPath)
{
if (!Directory.Exists(folderPath)) return;
// Get level name from folder name
string levelName = Path.GetFileName(folderPath);
if (string.IsNullOrEmpty(levelName)) return;
// Find all puzzle step assets in this level (including subfolders)
var stepAssets = FindAssetsOfTypeRecursive<PuzzleStepSO>(folderPath);
if (stepAssets.Count == 0) return;
// Get or create level data asset
var levelDataAsset = GetOrCreateLevelDataAsset(folderPath, levelName);
if (levelDataAsset == null) return;
// Update level data
levelDataAsset.levelId = levelName;
levelDataAsset.displayName = levelName; // Default display name matches folder name
levelDataAsset.allSteps = stepAssets;
// Pre-process initial steps (those with no dependencies)
levelDataAsset.initialSteps = FindInitialSteps(stepAssets);
// Pre-process dependencies (which steps are required by each step)
PrecomputeDependencies(levelDataAsset);
// Mark as dirty and save
EditorUtility.SetDirty(levelDataAsset);
// Setup addressables
SetupAddressableAsset(AssetDatabase.GetAssetPath(levelDataAsset), $"Puzzles/{levelName}");
Debug.Log($"[PuzzleProcessor] Processed level: {levelName} with {stepAssets.Count} steps");
}
/// <summary>
/// Find all assets of a specific type in a folder and its subfolders
/// </summary>
private static List<T> FindAssetsOfTypeRecursive<T>(string folderPath) where T : ScriptableObject
{
var result = new List<T>();
if (!Directory.Exists(folderPath)) return result;
var guids = AssetDatabase.FindAssets("t:" + typeof(T).Name, new[] { folderPath });
foreach (var guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
var asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);
if (asset != null)
{
result.Add(asset);
}
}
return result;
}
/// <summary>
/// Get existing level data asset or create a new one
/// </summary>
private static PuzzleLevelDataSO GetOrCreateLevelDataAsset(string folderPath, string levelName)
{
// Check for existing level data asset
string levelDataAssetPath = $"{folderPath}/{levelName}.asset";
var levelDataAsset = AssetDatabase.LoadAssetAtPath<PuzzleLevelDataSO>(levelDataAssetPath);
if (levelDataAsset == null)
{
// Create new level data asset
levelDataAsset = ScriptableObject.CreateInstance<PuzzleLevelDataSO>();
AssetDatabase.CreateAsset(levelDataAsset, levelDataAssetPath);
Debug.Log($"[PuzzleProcessor] Created new level data asset: {levelDataAssetPath}");
}
return levelDataAsset;
}
/// <summary>
/// Find steps that have no dependencies (initial steps)
/// </summary>
private static List<PuzzleStepSO> FindInitialSteps(List<PuzzleStepSO> steps)
{
var initialSteps = new List<PuzzleStepSO>();
var dependentSteps = new HashSet<PuzzleStepSO>();
// Find all steps that are dependencies of other steps
foreach (var step in steps)
{
if (step == null) continue;
foreach (var unlockStep in step.unlocks)
{
if (unlockStep != null && steps.Contains(unlockStep))
{
dependentSteps.Add(unlockStep);
}
}
}
// Initial steps are those not depended on by any other step
foreach (var step in steps)
{
if (step != null && !dependentSteps.Contains(step))
{
initialSteps.Add(step);
}
}
return initialSteps;
}
/// <summary>
/// Pre-compute dependency information for a puzzle level
/// </summary>
private static void PrecomputeDependencies(PuzzleLevelDataSO levelDataAsset)
{
levelDataAsset.stepDependencies.Clear();
// Build reverse dependency map (which steps are required by each step)
var reverseDependencies = new Dictionary<string, List<string>>();
foreach (var step in levelDataAsset.allSteps)
{
if (step == null) continue;
foreach (var unlockStep in step.unlocks)
{
if (unlockStep == null) continue;
if (!reverseDependencies.ContainsKey(unlockStep.stepId))
{
reverseDependencies[unlockStep.stepId] = new List<string>();
}
reverseDependencies[unlockStep.stepId].Add(step.stepId);
}
}
// Convert to serialized form
foreach (var entry in reverseDependencies)
{
levelDataAsset.stepDependencies[entry.Key] = entry.Value.ToArray();
}
}
/// <summary>
/// Set up an asset as an Addressable with the specified address
/// </summary>
private static void SetupAddressableAsset(string assetPath, string address)
{
if (!File.Exists(assetPath)) return;
// Get Addressable settings
var settings = AddressableAssetSettingsDefaultObject.Settings;
if (settings == null)
{
Debug.LogWarning("[PuzzleProcessor] Addressable Asset Settings not found. Make sure Addressables is set up in your project.");
return;
}
// Get default group
var defaultGroup = settings.DefaultGroup;
if (defaultGroup == null)
{
Debug.LogWarning("[PuzzleProcessor] Default Addressable Asset Group not found.");
return;
}
// Get asset GUID
var guid = AssetDatabase.AssetPathToGUID(assetPath);
// Check if entry exists
var existingEntry = settings.FindAssetEntry(guid);
if (existingEntry != null)
{
// Update existing entry
existingEntry.SetAddress(address);
}
else
{
// Create new entry
settings.CreateOrMoveEntry(guid, defaultGroup);
var newEntry = settings.FindAssetEntry(guid);
if (newEntry != null)
{
newEntry.SetAddress(address);
}
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 5097566c60d341dbb6f2bf5175b048cb
timeCreated: 1760532147

View File

@@ -1,116 +0,0 @@
using UnityEditor;
using UnityEngine;
using System.Collections.Generic;
public class PuzzleChainEditorWindow : EditorWindow
{
private List<PuzzleStepSO> puzzleSteps = new List<PuzzleStepSO>();
private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> dependencyGraph;
private Vector2 scrollPos;
private const int INDENT_SIZE = 24;
[MenuItem("AppleHills/Puzzle Chain Editor")]
public static void ShowWindow()
{
var window = GetWindow<PuzzleChainEditorWindow>("Puzzle Chain Editor");
window.minSize = new Vector2(600, 400);
window.maxSize = new Vector2(1200, 800);
window.position = new Rect(100, 100, 700, 500); // Reasonable default size and position
}
private void OnEnable()
{
LoadPuzzleSteps();
ProcessPuzzleChains();
}
private void LoadPuzzleSteps()
{
puzzleSteps.Clear();
// Find all PuzzleStepSO assets in the project
string[] guids = AssetDatabase.FindAssets("t:PuzzleStepSO");
foreach (var guid in guids)
{
var path = AssetDatabase.GUIDToAssetPath(guid);
// Only include those under Assets/Data/Puzzles (case-insensitive)
if (path.Replace('\\', '/').StartsWith("Assets/Data/Puzzles", System.StringComparison.OrdinalIgnoreCase))
{
var step = AssetDatabase.LoadAssetAtPath<PuzzleStepSO>(path);
if (step != null)
puzzleSteps.Add(step);
}
}
// Remove any nulls just in case
puzzleSteps.RemoveAll(s => s == null);
// Remove nulls from unlocks lists
foreach (var step in puzzleSteps)
{
if (step.unlocks != null)
step.unlocks.RemoveAll(u => u == null);
}
}
private void ProcessPuzzleChains()
{
// Defensive: ensure no nulls in puzzleSteps or unlocks
puzzleSteps.RemoveAll(s => s == null);
foreach (var step in puzzleSteps)
{
if (step.unlocks != null)
step.unlocks.RemoveAll(u => u == null);
}
dependencyGraph = PuzzleGraphUtility.BuildDependencyGraph(puzzleSteps);
}
private void OnGUI()
{
EditorGUILayout.LabelField("Puzzle Chain Visualization", EditorStyles.boldLabel);
if (puzzleSteps.Count == 0)
{
EditorGUILayout.HelpBox("No PuzzleStepSO assets found in Assets/Data/Puzzles.", MessageType.Warning);
return;
}
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
var initialSteps = dependencyGraph != null ? PuzzleGraphUtility.FindInitialSteps(dependencyGraph) : new List<PuzzleStepSO>();
foreach (var step in initialSteps)
{
if (step == null) continue; // Defensive
EditorGUILayout.BeginVertical("box");
EditorGUILayout.LabelField($"Step Path: {step.displayName} ({step.stepId})", EditorStyles.largeLabel);
GUILayout.Space(6);
DrawStepTree(step, 0);
EditorGUILayout.EndVertical();
GUILayout.Space(12); // Space between step paths
}
EditorGUILayout.EndScrollView();
}
private void DrawStepTree(PuzzleStepSO step, int indent)
{
if (step == null) {
EditorGUILayout.LabelField("[Missing Step]", EditorStyles.boldLabel);
return;
}
EditorGUILayout.BeginHorizontal();
GUILayout.Space(indent * INDENT_SIZE);
EditorGUILayout.BeginVertical("box");
EditorGUILayout.LabelField($"{step.displayName} ({step.stepId})", EditorStyles.boldLabel);
EditorGUILayout.LabelField(step.description ?? "", EditorStyles.wordWrappedLabel);
GUILayout.Space(4);
if (GUILayout.Button("Open in Inspector", GUILayout.Width(150)))
{
Selection.activeObject = step;
EditorGUIUtility.PingObject(step);
}
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
GUILayout.Space(6);
if (step.unlocks != null)
{
foreach (var unlock in step.unlocks)
{
DrawStepTree(unlock, indent + 1);
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: f7bfaa69d42e45adaa4a44dd143efc2f
timeCreated: 1756991142

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 453e2745b86c424da42227fbc38ed6d7
timeCreated: 1760539457

View File

@@ -0,0 +1,875 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using PuzzleS;
namespace AppleHills.Editor.PuzzleSystem
{
/// <summary>
/// Editor utility for managing puzzle steps and debugging puzzle state at runtime.
/// Provides tabs for both editing puzzle data and runtime debugging.
/// </summary>
public class PuzzleEditorWindow : EditorWindow
{
// Paths
private const string PuzzleDataBasePath = "Assets/Data";
private const string MenuPath = "AppleHills/Puzzle Editor";
// Editor state
private List<PuzzleStepSO> _allPuzzleSteps = new List<PuzzleStepSO>();
private Dictionary<string, List<PuzzleStepSO>> _puzzleStepsByFolder = new Dictionary<string, List<PuzzleStepSO>>();
private PuzzleStepSO _selectedStep;
private Dictionary<string, bool> _folderExpanded = new Dictionary<string, bool>();
private Vector2 _puzzleListScrollPosition;
private Vector2 _puzzleEditScrollPosition;
private string _searchQuery = "";
private bool _isDirty = false;
// Tab management
private int _selectedTab = 0;
private readonly string[] _tabNames = { "Edit", "Debug" };
// Runtime debug state
private Dictionary<string, bool> _stepUnlockState = new Dictionary<string, bool>();
private Dictionary<string, bool> _stepCompletedState = new Dictionary<string, bool>();
private Vector2 _debugScrollPosition;
private bool _isPlaying = false;
private bool _hasRuntimeData = false;
private PuzzleLevelDataSO _runtimeLevelData;
// New step creation
private string _newStepName = "New Step";
private string _selectedFolder = "";
private bool _showCreateNewStepDialog = false;
[MenuItem(MenuPath)]
public static void ShowWindow()
{
var window = GetWindow<PuzzleEditorWindow>("Puzzle Editor");
window.minSize = new Vector2(800, 600);
window.Show();
}
private void OnEnable()
{
// Load all puzzle steps
LoadAllPuzzleSteps();
// Register for undo/redo
Undo.undoRedoPerformed += OnUndoRedo;
// Set up update callbacks
EditorApplication.update += OnEditorUpdate;
EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
}
private void OnDisable()
{
// Unregister from undo/redo
Undo.undoRedoPerformed -= OnUndoRedo;
// Unregister from update
EditorApplication.update -= OnEditorUpdate;
EditorApplication.playModeStateChanged -= OnPlayModeStateChanged;
}
private void OnEditorUpdate()
{
// Check if we're in play mode
bool currentlyPlaying = EditorApplication.isPlaying && !EditorApplication.isPaused;
if (_isPlaying != currentlyPlaying)
{
_isPlaying = currentlyPlaying;
Repaint();
}
// In play mode, update runtime data periodically
if (_isPlaying)
{
UpdateRuntimeData();
Repaint();
}
}
private void OnUndoRedo()
{
_isDirty = true;
Repaint();
}
private void OnPlayModeStateChanged(PlayModeStateChange state)
{
if (state == PlayModeStateChange.EnteredPlayMode)
{
_isPlaying = true;
_hasRuntimeData = false;
_stepUnlockState.Clear();
_stepCompletedState.Clear();
}
else if (state == PlayModeStateChange.ExitingPlayMode)
{
_isPlaying = false;
_hasRuntimeData = false;
_runtimeLevelData = null;
}
Repaint();
}
private void OnGUI()
{
DrawHeader();
_selectedTab = GUILayout.Toolbar(_selectedTab, _tabNames);
EditorGUILayout.Space();
switch (_selectedTab)
{
case 0: // Edit tab
DrawEditTab();
break;
case 1: // Debug tab
DrawDebugTab();
break;
}
// Apply any pending changes
if (_isDirty)
{
SaveChanges();
_isDirty = false;
}
}
#region Header UI
private void DrawHeader()
{
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
if (GUILayout.Button("Refresh", EditorStyles.toolbarButton, GUILayout.Width(60)))
{
LoadAllPuzzleSteps();
}
GUILayout.FlexibleSpace();
// Tab-specific toolbar options
if (_selectedTab == 0) // Edit tab
{
if (GUILayout.Button("Create New", EditorStyles.toolbarButton, GUILayout.Width(80)))
{
_showCreateNewStepDialog = true;
}
}
else if (_selectedTab == 1) // Debug tab
{
EditorGUILayout.LabelField(_isPlaying ? "Runtime Active" : "Editor Mode", EditorStyles.toolbarButton, GUILayout.Width(100));
}
EditorGUILayout.EndHorizontal();
}
#endregion
#region Edit Tab
private void DrawEditTab()
{
EditorGUILayout.BeginHorizontal();
// Left panel - puzzle step list
EditorGUILayout.BeginVertical(GUILayout.Width(250));
DrawStepListPanel();
EditorGUILayout.EndVertical();
// Separator
EditorGUILayout.Space();
// Right panel - puzzle step editor
EditorGUILayout.BeginVertical();
DrawStepEditorPanel();
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
// Draw create new step dialog if needed
if (_showCreateNewStepDialog)
{
DrawCreateNewStepDialog();
}
}
private void DrawStepListPanel()
{
// Search field
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
_searchQuery = EditorGUILayout.TextField(_searchQuery, EditorStyles.toolbarSearchField);
if (GUILayout.Button("×", EditorStyles.toolbarButton, GUILayout.Width(20)) && !string.IsNullOrEmpty(_searchQuery))
{
_searchQuery = "";
GUI.FocusControl(null);
}
EditorGUILayout.EndHorizontal();
_puzzleListScrollPosition = EditorGUILayout.BeginScrollView(_puzzleListScrollPosition);
// If search query exists, show filtered results across all folders
if (!string.IsNullOrEmpty(_searchQuery))
{
var filteredSteps = _allPuzzleSteps.Where(step =>
step.displayName.ToLower().Contains(_searchQuery.ToLower()) ||
step.stepId.ToLower().Contains(_searchQuery.ToLower())).ToList();
if (filteredSteps.Any())
{
EditorGUILayout.LabelField($"Search Results ({filteredSteps.Count}):", EditorStyles.boldLabel);
foreach (var step in filteredSteps)
{
if (DrawStepListItem(step))
{
_selectedStep = step;
GUI.FocusControl(null);
}
}
}
else
{
EditorGUILayout.LabelField("No matching steps found");
}
}
// Otherwise show organized by folder
else
{
foreach (var folderEntry in _puzzleStepsByFolder)
{
string folderName = folderEntry.Key;
List<PuzzleStepSO> steps = folderEntry.Value;
if (!_folderExpanded.ContainsKey(folderName))
{
_folderExpanded[folderName] = true; // Default to expanded
}
// Folder header with toggle
EditorGUILayout.BeginHorizontal();
_folderExpanded[folderName] = EditorGUILayout.Foldout(_folderExpanded[folderName], folderName, true);
// Show step count
EditorGUILayout.LabelField($"({steps.Count})", GUILayout.Width(40));
EditorGUILayout.EndHorizontal();
// Draw steps in folder if expanded
if (_folderExpanded[folderName])
{
EditorGUI.indentLevel++;
foreach (var step in steps)
{
if (DrawStepListItem(step))
{
_selectedStep = step;
GUI.FocusControl(null);
}
}
EditorGUI.indentLevel--;
}
}
}
EditorGUILayout.EndScrollView();
}
private bool DrawStepListItem(PuzzleStepSO step)
{
if (step == null) return false;
bool isSelected = step == _selectedStep;
EditorGUILayout.BeginHorizontal(isSelected ? EditorStyles.selectionRect : EditorStyles.helpBox);
// Icon if available
if (step.icon != null)
{
GUILayout.Label(new GUIContent(step.icon.texture), GUILayout.Width(20), GUILayout.Height(20));
}
else
{
GUILayout.Space(24);
}
// Name and ID
EditorGUILayout.BeginVertical();
EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
// Check if this item was clicked
Rect itemRect = GUILayoutUtility.GetLastRect();
bool wasClicked = Event.current.type == EventType.MouseDown && Event.current.button == 0
&& itemRect.Contains(Event.current.mousePosition);
if (wasClicked)
{
Event.current.Use();
}
return wasClicked;
}
private void DrawStepEditorPanel()
{
if (_selectedStep == null)
{
EditorGUILayout.HelpBox("Select a puzzle step to edit", MessageType.Info);
return;
}
_puzzleEditScrollPosition = EditorGUILayout.BeginScrollView(_puzzleEditScrollPosition);
EditorGUI.BeginChangeCheck();
// Header with name and ID
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Editing:", EditorStyles.boldLabel, GUILayout.Width(60));
EditorGUILayout.LabelField(_selectedStep.displayName, EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Basic properties
EditorGUILayout.LabelField("Basic Properties", EditorStyles.boldLabel);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Step ID
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Step ID:", GUILayout.Width(100));
string newStepId = EditorGUILayout.TextField(_selectedStep.stepId);
if (newStepId != _selectedStep.stepId)
{
Undo.RecordObject(_selectedStep, "Change Step ID");
_selectedStep.stepId = newStepId;
_isDirty = true;
}
EditorGUILayout.EndHorizontal();
// Display Name
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Display Name:", GUILayout.Width(100));
string newDisplayName = EditorGUILayout.TextField(_selectedStep.displayName);
if (newDisplayName != _selectedStep.displayName)
{
Undo.RecordObject(_selectedStep, "Change Display Name");
_selectedStep.displayName = newDisplayName;
_isDirty = true;
}
EditorGUILayout.EndHorizontal();
// Description
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Description:", GUILayout.Width(100));
string newDescription = EditorGUILayout.TextArea(_selectedStep.description, GUILayout.Height(60));
if (newDescription != _selectedStep.description)
{
Undo.RecordObject(_selectedStep, "Change Description");
_selectedStep.description = newDescription;
_isDirty = true;
}
EditorGUILayout.EndHorizontal();
// Icon
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Icon:", GUILayout.Width(100));
Sprite newIcon = (Sprite)EditorGUILayout.ObjectField(_selectedStep.icon, typeof(Sprite), false);
if (newIcon != _selectedStep.icon)
{
Undo.RecordObject(_selectedStep, "Change Icon");
_selectedStep.icon = newIcon;
_isDirty = true;
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
// Unlocks (dependencies)
EditorGUILayout.LabelField("Unlocks", EditorStyles.boldLabel);
EditorGUILayout.HelpBox("Steps that will be unlocked when this step is completed", MessageType.Info);
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Show unlocked steps list
if (_selectedStep.unlocks.Count > 0)
{
for (int i = 0; i < _selectedStep.unlocks.Count; i++)
{
EditorGUILayout.BeginHorizontal();
// Draw step selector
PuzzleStepSO newUnlockedStep = (PuzzleStepSO)EditorGUILayout.ObjectField(
_selectedStep.unlocks[i], typeof(PuzzleStepSO), false);
if (newUnlockedStep != _selectedStep.unlocks[i])
{
Undo.RecordObject(_selectedStep, "Change Unlocked Step");
_selectedStep.unlocks[i] = newUnlockedStep;
_isDirty = true;
}
// Remove button
if (GUILayout.Button("-", GUILayout.Width(20)))
{
Undo.RecordObject(_selectedStep, "Remove Unlocked Step");
_selectedStep.unlocks.RemoveAt(i);
_isDirty = true;
i--;
}
EditorGUILayout.EndHorizontal();
}
}
else
{
EditorGUILayout.LabelField("No steps will be unlocked");
}
// Add new dependency
if (GUILayout.Button("Add Unlocked Step"))
{
Undo.RecordObject(_selectedStep, "Add Unlocked Step");
_selectedStep.unlocks.Add(null);
_isDirty = true;
}
EditorGUILayout.EndVertical();
EditorGUILayout.Space();
// Asset path info
string assetPath = AssetDatabase.GetAssetPath(_selectedStep);
EditorGUILayout.LabelField("Asset Path:", EditorStyles.miniLabel);
EditorGUILayout.LabelField(assetPath, EditorStyles.miniLabel);
// Delete button
EditorGUILayout.Space();
if (GUILayout.Button("Delete Step", GUILayout.Width(100)))
{
if (EditorUtility.DisplayDialog("Delete Puzzle Step",
$"Are you sure you want to delete '{_selectedStep.displayName}'? This action cannot be undone.",
"Delete", "Cancel"))
{
DeletePuzzleStep(_selectedStep);
_selectedStep = null;
}
}
if (EditorGUI.EndChangeCheck())
{
EditorUtility.SetDirty(_selectedStep);
}
EditorGUILayout.EndScrollView();
}
private void DrawCreateNewStepDialog()
{
// Create a centered window
Rect windowRect = new Rect(
(position.width - 400) / 2,
(position.height - 200) / 2,
400, 200);
GUI.Box(windowRect, "Create New Puzzle Step", EditorStyles.helpBox);
GUILayout.BeginArea(new Rect(windowRect.x + 10, windowRect.y + 30, windowRect.width - 20, windowRect.height - 40));
// Name field
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Name:", GUILayout.Width(80));
_newStepName = EditorGUILayout.TextField(_newStepName);
EditorGUILayout.EndHorizontal();
// Folder selection
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Folder:", GUILayout.Width(80));
// Create folder dropdown
List<string> folderNames = _puzzleStepsByFolder.Keys.ToList();
int selectedFolderIndex = folderNames.IndexOf(_selectedFolder);
int newSelectedFolderIndex = EditorGUILayout.Popup(selectedFolderIndex >= 0 ? selectedFolderIndex : 0, folderNames.ToArray());
if (newSelectedFolderIndex >= 0 && newSelectedFolderIndex < folderNames.Count)
{
_selectedFolder = folderNames[newSelectedFolderIndex];
}
else if (folderNames.Count > 0)
{
_selectedFolder = folderNames[0];
}
EditorGUILayout.EndHorizontal();
EditorGUILayout.Space();
// Buttons
EditorGUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Cancel", GUILayout.Width(100)))
{
_showCreateNewStepDialog = false;
}
if (GUILayout.Button("Create", GUILayout.Width(100)))
{
if (!string.IsNullOrEmpty(_newStepName) && !string.IsNullOrEmpty(_selectedFolder))
{
CreateNewPuzzleStep(_newStepName, _selectedFolder);
_showCreateNewStepDialog = false;
_newStepName = "New Step";
}
}
EditorGUILayout.EndHorizontal();
GUILayout.EndArea();
}
#endregion
#region Debug Tab
private void DrawDebugTab()
{
if (!_isPlaying)
{
EditorGUILayout.HelpBox("Enter Play Mode to debug puzzles at runtime", MessageType.Info);
return;
}
if (!_hasRuntimeData || _runtimeLevelData == null)
{
EditorGUILayout.HelpBox("Waiting for puzzle data to be loaded...", MessageType.Info);
return;
}
EditorGUILayout.BeginHorizontal(EditorStyles.toolbar);
EditorGUILayout.LabelField($"Current Level: {_runtimeLevelData.levelId}", EditorStyles.boldLabel);
EditorGUILayout.EndHorizontal();
_debugScrollPosition = EditorGUILayout.BeginScrollView(_debugScrollPosition);
// List all steps with their current state
EditorGUILayout.LabelField("Puzzle Steps", EditorStyles.boldLabel);
// Show steps directly from the level data in a flat list
foreach (var step in _runtimeLevelData.allSteps)
{
if (step == null) continue;
DrawRuntimeStepItem(step);
}
EditorGUILayout.EndScrollView();
}
private void DrawRuntimeStepItem(PuzzleStepSO step)
{
bool isUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
bool isCompleted = _stepCompletedState.ContainsKey(step.stepId) && _stepCompletedState[step.stepId];
// Set background color based on state
Color originalColor = GUI.backgroundColor;
if (isCompleted)
GUI.backgroundColor = new Color(0.5f, 1f, 0.5f); // Green for completed
else if (isUnlocked)
GUI.backgroundColor = new Color(1f, 1f, 0.5f); // Yellow for unlocked but not completed
else
GUI.backgroundColor = new Color(1f, 0.5f, 0.5f); // Red for locked
EditorGUILayout.BeginVertical(EditorStyles.helpBox);
// Reset color
GUI.backgroundColor = originalColor;
EditorGUILayout.BeginHorizontal();
// Step info
EditorGUILayout.BeginVertical(GUILayout.ExpandWidth(true));
EditorGUILayout.LabelField(step.displayName, EditorStyles.boldLabel);
EditorGUILayout.LabelField(step.stepId, EditorStyles.miniLabel);
// Status text
string statusText = isCompleted ? "Completed" : (isUnlocked ? "Unlocked" : "Locked");
EditorGUILayout.LabelField($"Status: {statusText}", EditorStyles.miniLabel);
EditorGUILayout.EndVertical();
// Action buttons
EditorGUILayout.BeginVertical(GUILayout.Width(100));
EditorGUI.BeginDisabledGroup(isCompleted);
if (GUILayout.Button(isUnlocked ? "Lock" : "Unlock"))
{
ToggleStepUnlocked(step);
}
EditorGUI.EndDisabledGroup();
EditorGUI.BeginDisabledGroup(!isUnlocked || isCompleted);
if (GUILayout.Button("Complete"))
{
CompleteStep(step);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.EndVertical();
EditorGUILayout.EndHorizontal();
EditorGUILayout.EndVertical();
}
#endregion
#region Data Management
private void LoadAllPuzzleSteps()
{
_allPuzzleSteps.Clear();
_puzzleStepsByFolder.Clear();
// Find all PuzzleStepSO assets in the project
string[] guids = AssetDatabase.FindAssets("t:PuzzleStepSO");
foreach (string guid in guids)
{
string assetPath = AssetDatabase.GUIDToAssetPath(guid);
// Only include assets from the Data folder
if (assetPath.StartsWith(PuzzleDataBasePath))
{
PuzzleStepSO step = AssetDatabase.LoadAssetAtPath<PuzzleStepSO>(assetPath);
if (step != null)
{
_allPuzzleSteps.Add(step);
// Add to folder dictionary for organization
string folder = Path.GetDirectoryName(assetPath)?.Replace("\\", "/");
if (folder != null)
{
if (!_puzzleStepsByFolder.ContainsKey(folder))
{
_puzzleStepsByFolder[folder] = new List<PuzzleStepSO>();
}
_puzzleStepsByFolder[folder].Add(step);
}
}
}
}
// Make sure each folder is sorted by name
foreach (var key in _puzzleStepsByFolder.Keys.ToList())
{
_puzzleStepsByFolder[key] = _puzzleStepsByFolder[key]
.OrderBy(step => step.displayName)
.ToList();
}
_isDirty = false;
}
private void SaveChanges()
{
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
private void CreateNewPuzzleStep(string stepName, string folderPath)
{
// Create a new PuzzleStepSO
PuzzleStepSO newStep = CreateInstance<PuzzleStepSO>();
newStep.stepId = GenerateUniqueStepId(stepName);
newStep.displayName = stepName;
// Create the path
string assetPath = Path.Combine(folderPath, $"{stepName}.asset").Replace("\\", "/");
// Make sure the directory exists
string directory = Path.GetDirectoryName(assetPath);
if (!Directory.Exists(directory))
{
Directory.CreateDirectory(directory);
}
// Create the asset
AssetDatabase.CreateAsset(newStep, assetPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
// Reload all steps and select the new one
LoadAllPuzzleSteps();
_selectedStep = newStep;
}
private void DeletePuzzleStep(PuzzleStepSO step)
{
if (step == null) return;
string assetPath = AssetDatabase.GetAssetPath(step);
if (!string.IsNullOrEmpty(assetPath))
{
// Also need to remove all references to this step from other steps' unlocks lists
foreach (var otherStep in _allPuzzleSteps)
{
if (otherStep != null && otherStep != step)
{
if (otherStep.unlocks.Contains(step))
{
Undo.RecordObject(otherStep, "Remove Deleted Step Reference");
otherStep.unlocks.Remove(step);
EditorUtility.SetDirty(otherStep);
}
}
}
AssetDatabase.DeleteAsset(assetPath);
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
// Reload all steps
LoadAllPuzzleSteps();
}
}
private string GenerateUniqueStepId(string baseName)
{
// Convert to lowercase and replace spaces with underscores
string baseId = baseName.ToLower().Replace(" ", "_");
// Check if this ID already exists
bool idExists = _allPuzzleSteps.Any(step => step.stepId == baseId);
if (!idExists)
{
return baseId;
}
// Add a number suffix if ID already exists
int counter = 1;
while (_allPuzzleSteps.Any(step => step.stepId == $"{baseId}_{counter}"))
{
counter++;
}
return $"{baseId}_{counter}";
}
#endregion
#region Runtime Debug Helpers
private void UpdateRuntimeData()
{
if (!_isPlaying) return;
// Find PuzzleManager instance
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
if (puzzleManager == null)
{
_hasRuntimeData = false;
return;
}
// Get current level data
var levelData = puzzleManager.GetCurrentLevelData();
if (levelData == null)
{
_hasRuntimeData = false;
return;
}
_hasRuntimeData = true;
_runtimeLevelData = levelData;
// Update step states
foreach (var step in _runtimeLevelData.allSteps)
{
if (step != null)
{
_stepUnlockState[step.stepId] = puzzleManager.IsStepUnlocked(step);
_stepCompletedState[step.stepId] = puzzleManager.IsPuzzleStepCompleted(step.stepId);
}
}
}
private void ToggleStepUnlocked(PuzzleStepSO step)
{
if (!_isPlaying || step == null) return;
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
if (puzzleManager == null) return;
// Get current unlock state
bool isCurrentlyUnlocked = _stepUnlockState.ContainsKey(step.stepId) && _stepUnlockState[step.stepId];
// Call appropriate method using reflection since these might be private methods
System.Type managerType = puzzleManager.GetType();
if (isCurrentlyUnlocked)
{
// Find the LockStep method that takes a PuzzleStepSO parameter
System.Reflection.MethodInfo lockMethod = managerType.GetMethod("LockStep",
System.Reflection.BindingFlags.Instance |
System.Reflection.BindingFlags.Public |
System.Reflection.BindingFlags.NonPublic);
if (lockMethod != null)
{
lockMethod.Invoke(puzzleManager, new object[] { step });
}
}
else
{
// Find the UnlockStep method that takes a PuzzleStepSO parameter
System.Reflection.MethodInfo unlockMethod = managerType.GetMethod("UnlockStep",
System.Reflection.BindingFlags.Instance |
System.Reflection.BindingFlags.Public |
System.Reflection.BindingFlags.NonPublic);
if (unlockMethod != null)
{
unlockMethod.Invoke(puzzleManager, new object[] { step });
}
}
// Update state
UpdateRuntimeData();
}
private void CompleteStep(PuzzleStepSO step)
{
if (!_isPlaying || step == null) return;
PuzzleManager puzzleManager = Object.FindObjectOfType<PuzzleManager>();
if (puzzleManager == null) return;
// Complete the step
puzzleManager.MarkPuzzleStepCompleted(step);
// Update state
UpdateRuntimeData();
}
#endregion
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c733f3c6624e4e5486c07abfe4fab81e
timeCreated: 1760539457

View File

@@ -26,7 +26,7 @@ Transform:
m_GameObject: {fileID: 1646387898454772943}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: -4.4615383, y: 0.61538696, z: 0}
m_LocalPosition: {x: -1.854, y: -0, z: 0}
m_LocalScale: {x: 0.7692308, y: 0.7692308, z: 0.7692308}
m_ConstrainProportionsScale: 0
m_Children: []
@@ -46,6 +46,38 @@ MonoBehaviour:
m_EditorClassIdentifier: AppleHillsScripts::Interactions.CharacterMoveToTarget
characterType: 2
positionOffset: {x: 0, y: 0, z: 1}
--- !u!1 &2654542252039360806
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 2084964592986606867}
m_Layer: 10
m_Name: AnimContainer
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &2084964592986606867
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 2654542252039360806}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0.826, y: 1.333, z: 0}
m_LocalScale: {x: 0.1851852, y: 0.1851852, z: 0.1851852}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 305861995533261809}
m_Father: {fileID: 4937390562043858043}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1 &3591802784221671576
GameObject:
m_ObjectHideFlags: 0
@@ -72,7 +104,7 @@ Transform:
m_GameObject: {fileID: 3591802784221671576}
serializedVersion: 2
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalPosition: {x: 0.9, y: -0.16, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 1
m_Children: []
@@ -124,10 +156,10 @@ PolygonCollider2D:
m_AutoTiling: 0
m_Points:
m_Paths:
- - {x: 0.69036514, y: -0.039288044}
- {x: -0.7429288, y: 0.004180908}
- {x: -0.73904544, y: 2.4819212}
- {x: 0.5286481, y: 2.5456142}
- - {x: 0.5431701, y: -0.027021673}
- {x: -0.62026507, y: -0.020351835}
- {x: -0.48145303, y: 1.4024833}
- {x: 0.36918524, y: 1.3803146}
m_UseDelaunayMesh: 0
--- !u!1 &7379304988657006554
GameObject:
@@ -144,7 +176,8 @@ GameObject:
- component: {fileID: 492578671844741631}
- component: {fileID: 8984729148657672365}
- component: {fileID: 1569498917964935965}
- component: {fileID: 3871210969445384207}
- component: {fileID: 6417332830266550134}
- component: {fileID: 4544320034237251646}
m_Layer: 10
m_Name: BallTree
m_TagString: Untagged
@@ -162,9 +195,10 @@ Transform:
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1.3, y: 1.3, z: 1.3}
m_LocalScale: {x: 2.7, y: 2.7, z: 2.7}
m_ConstrainProportionsScale: 1
m_Children:
- {fileID: 2084964592986606867}
- {fileID: 6631072601870453588}
- {fileID: 7371967679236352629}
m_Father: {fileID: 0}
@@ -216,7 +250,7 @@ SpriteRenderer:
m_SortingLayerID: 0
m_SortingLayer: 0
m_SortingOrder: 1
m_Sprite: {fileID: 4974115186881715698, guid: e1aa947fcf3609045ba89a6ddb609ae3, type: 3}
m_Sprite: {fileID: 768869974157336279, guid: ab1e8f5d45ee00247af9314b56f4af91, type: 3}
m_Color: {r: 1, g: 1, b: 1, a: 1}
m_FlipX: 0
m_FlipY: 0
@@ -261,17 +295,17 @@ BoxCollider2D:
m_UsedByEffector: 0
m_CompositeOperation: 0
m_CompositeOrder: 0
m_Offset: {x: -0.1844703, y: 2.8477936}
m_Offset: {x: 0.76, y: 2.88}
m_SpriteTilingProperty:
border: {x: 0, y: 0, z: 0, w: 0}
pivot: {x: 0.5, y: 0.08}
oldSize: {x: 9.23, y: 11.48}
pivot: {x: 0.5, y: 0.2}
oldSize: {x: 14.969999, y: 9.060193}
newSize: {x: 9.23, y: 11.48}
adaptiveTilingThreshold: 0.5
drawMode: 0
adaptiveTiling: 0
m_AutoTiling: 0
m_Size: {x: 3.437712, y: 7.532383}
m_Size: {x: 3.8, y: 7.34}
m_EdgeRadius: 0
--- !u!114 &8437452310832126615
MonoBehaviour:
@@ -313,7 +347,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
stepData: {fileID: 11400000, guid: 8ac614a698631554ab8ac39aed04a189, type: 2}
puzzleIndicator: {fileID: 0}
puzzleIndicator: {fileID: 214996082823304376}
drawPromptRangeGizmo: 1
--- !u!114 &8984729148657672365
MonoBehaviour:
@@ -327,18 +361,20 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 42e77a0c97604b6eb7674e58726c831a, type: 3}
m_Name:
m_EditorClassIdentifier: AppleHillsScripts::Interactions.InteractionTimelineAction
respondToEvents: 04000000
respondToEvents: 02000000
pauseInteractionFlow: 1
playableDirector: {fileID: 0}
playableDirector: {fileID: 1569498917964935965}
timelineMappings:
- eventType: 4
timelines: []
- eventType: 2
timelines:
- {fileID: 11400000, guid: 1791fd5a24a3142418ed441a2a25b374, type: 2}
- {fileID: 11400000, guid: ee609df51f47bd541a23d5425e289e30, type: 2}
bindPlayerCharacter: 0
bindPulverCharacter: 0
playerTrackName:
pulverTrackName:
playerTrackName: Player
pulverTrackName: Pulver
timeoutSeconds: 30
loopLast: 0
loopLast: 1
loopAll: 0
--- !u!320 &1569498917964935965
PlayableDirector:
@@ -349,21 +385,43 @@ PlayableDirector:
m_GameObject: {fileID: 7379304988657006554}
m_Enabled: 1
serializedVersion: 3
m_PlayableAsset: {fileID: 11400000, guid: dd9566026364e814a8dad109e6c365ca, type: 2}
m_PlayableAsset: {fileID: 11400000, guid: ee609df51f47bd541a23d5425e289e30, type: 2}
m_InitialState: 0
m_WrapMode: 2
m_DirectorUpdateMode: 1
m_InitialTime: 0
m_SceneBindings:
- key: {fileID: -7584736085941489071, guid: dd9566026364e814a8dad109e6c365ca, type: 2}
value: {fileID: 3871210969445384207}
value: {fileID: 0}
- key: {fileID: -2395336864975438248, guid: dd9566026364e814a8dad109e6c365ca, type: 2}
value: {fileID: 0}
- key: {fileID: -7231857257271738743, guid: dd9566026364e814a8dad109e6c365ca, type: 2}
value: {fileID: 0}
- key: {fileID: -7584736085941489071, guid: 1791fd5a24a3142418ed441a2a25b374, type: 2}
value: {fileID: 4544320034237251646}
- key: {fileID: -2395336864975438248, guid: 1791fd5a24a3142418ed441a2a25b374, type: 2}
value: {fileID: 0}
- key: {fileID: 3942302933360259000, guid: 1791fd5a24a3142418ed441a2a25b374, type: 2}
value: {fileID: 0}
- key: {fileID: -2395336864975438248, guid: ee609df51f47bd541a23d5425e289e30, type: 2}
value: {fileID: 0}
- key: {fileID: -7584736085941489071, guid: ee609df51f47bd541a23d5425e289e30, type: 2}
value: {fileID: 4544320034237251646}
m_ExposedReferences:
m_References: []
--- !u!95 &3871210969445384207
--- !u!114 &6417332830266550134
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 7379304988657006554}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 833a4ccef651449e973e623d9107bef5, type: 3}
m_Name:
m_EditorClassIdentifier:
--- !u!95 &4544320034237251646
Animator:
serializedVersion: 7
m_ObjectHideFlags: 0
@@ -385,3 +443,90 @@ Animator:
m_AllowConstantClipSamplingOptimization: 1
m_KeepAnimatorStateOnDisable: 0
m_WriteDefaultValuesOnDisable: 0
--- !u!1001 &5210361341888085501
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
serializedVersion: 3
m_TransformParent: {fileID: 2084964592986606867}
m_Modifications:
- target: {fileID: 5383276844808284485, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_Name
value: NextStepIndicator
objectReference: {fileID: 0}
- target: {fileID: 5383276844808284485, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalScale.x
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalScale.y
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalScale.z
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalPosition.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalRotation.x
value: -0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalRotation.y
value: -0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalRotation.z
value: -0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalEulerAnglesHint.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
propertyPath: m_ConstrainProportionsScale
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
--- !u!1 &214996082823304376 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 5383276844808284485, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
m_PrefabInstance: {fileID: 5210361341888085501}
m_PrefabAsset: {fileID: 0}
--- !u!4 &305861995533261809 stripped
Transform:
m_CorrespondingSourceObject: {fileID: 5507990123417429516, guid: afbb486e5456a20479aee4cf8bc949b6, type: 3}
m_PrefabInstance: {fileID: 5210361341888085501}
m_PrefabAsset: {fileID: 0}

View File

@@ -30,7 +30,7 @@ Transform:
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children:
- {fileID: 7090108953567368886}
- {fileID: 4689617562113187593}
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &5327225408302228741
@@ -45,8 +45,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 360f320f4d7a48e38f5fd7cdfa28144a, type: 3}
m_Name:
m_EditorClassIdentifier:
loadingScreen: {fileID: 3391437592962192360}
--- !u!1001 &6967569849783118800
--- !u!1001 &4881964705042195055
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
@@ -138,32 +137,13 @@ PrefabInstance:
propertyPath: m_Name
value: LoadingScreen
objectReference: {fileID: 0}
- target: {fileID: 4869161796575291839, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_IsActive
value: 1
objectReference: {fileID: 0}
- target: {fileID: 5737877680156686392, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: minimumDisplayTime
value: 1
objectReference: {fileID: 0}
m_RemovedComponents: []
m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents: []
m_SourcePrefab: {fileID: 100100000, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
--- !u!114 &3391437592962192360 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 5737877680156686392, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
m_PrefabInstance: {fileID: 6967569849783118800}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 1494b10574e74acd880f9101b4248239, type: 3}
m_Name:
m_EditorClassIdentifier: AppleHillsScripts::UI.LoadingScreenController
--- !u!224 &7090108953567368886 stripped
--- !u!224 &4689617562113187593 stripped
RectTransform:
m_CorrespondingSourceObject: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
m_PrefabInstance: {fileID: 6967569849783118800}
m_PrefabInstance: {fileID: 4881964705042195055}
m_PrefabAsset: {fileID: 0}

View File

@@ -229,9 +229,7 @@ MonoBehaviour:
m_EditorClassIdentifier: AppleHillsScripts::UI.LoadingScreenController
loadingScreenContainer: {fileID: 7270617579256400696}
progressBarImage: {fileID: 1674678211233966532}
minimumDisplayTime: 2
animateProgressBar: 1
progressBarSmoothTime: 0.1
minimumDisplayTime: 1
progressUpdateInterval: 0.1
--- !u!1 &6888795583318782279
GameObject:

View File

@@ -0,0 +1,452 @@
%YAML 1.1
%TAG !u! tag:unity3d.com,2011:
--- !u!29 &1
OcclusionCullingSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_OcclusionBakeSettings:
smallestOccluder: 5
smallestHole: 0.25
backfaceThreshold: 100
m_SceneGUID: 00000000000000000000000000000000
m_OcclusionCullingData: {fileID: 0}
--- !u!104 &2
RenderSettings:
m_ObjectHideFlags: 0
serializedVersion: 10
m_Fog: 0
m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1}
m_FogMode: 3
m_FogDensity: 0.01
m_LinearFogStart: 0
m_LinearFogEnd: 300
m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1}
m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1}
m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1}
m_AmbientIntensity: 1
m_AmbientMode: 3
m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
m_SkyboxMaterial: {fileID: 0}
m_HaloStrength: 0.5
m_FlareStrength: 1
m_FlareFadeSpeed: 3
m_HaloTexture: {fileID: 0}
m_SpotCookie: {fileID: 10001, guid: 0000000000000000e000000000000000, type: 0}
m_DefaultReflectionMode: 0
m_DefaultReflectionResolution: 128
m_ReflectionBounces: 1
m_ReflectionIntensity: 1
m_CustomReflection: {fileID: 0}
m_Sun: {fileID: 0}
m_UseRadianceAmbientProbe: 0
--- !u!157 &3
LightmapSettings:
m_ObjectHideFlags: 0
serializedVersion: 13
m_BakeOnSceneLoad: 0
m_GISettings:
serializedVersion: 2
m_BounceScale: 1
m_IndirectOutputScale: 1
m_AlbedoBoost: 1
m_EnvironmentLightingMode: 0
m_EnableBakedLightmaps: 0
m_EnableRealtimeLightmaps: 0
m_LightmapEditorSettings:
serializedVersion: 12
m_Resolution: 2
m_BakeResolution: 40
m_AtlasSize: 1024
m_AO: 0
m_AOMaxDistance: 1
m_CompAOExponent: 1
m_CompAOExponentDirect: 0
m_ExtractAmbientOcclusion: 0
m_Padding: 2
m_LightmapParameters: {fileID: 0}
m_LightmapsBakeMode: 1
m_TextureCompression: 1
m_ReflectionCompression: 2
m_MixedBakeMode: 2
m_BakeBackend: 1
m_PVRSampling: 1
m_PVRDirectSampleCount: 32
m_PVRSampleCount: 512
m_PVRBounces: 2
m_PVREnvironmentSampleCount: 256
m_PVREnvironmentReferencePointCount: 2048
m_PVRFilteringMode: 1
m_PVRDenoiserTypeDirect: 1
m_PVRDenoiserTypeIndirect: 1
m_PVRDenoiserTypeAO: 1
m_PVRFilterTypeDirect: 0
m_PVRFilterTypeIndirect: 0
m_PVRFilterTypeAO: 0
m_PVREnvironmentMIS: 1
m_PVRCulling: 1
m_PVRFilteringGaussRadiusDirect: 1
m_PVRFilteringGaussRadiusIndirect: 1
m_PVRFilteringGaussRadiusAO: 1
m_PVRFilteringAtrousPositionSigmaDirect: 0.5
m_PVRFilteringAtrousPositionSigmaIndirect: 2
m_PVRFilteringAtrousPositionSigmaAO: 1
m_ExportTrainingData: 0
m_TrainingDataDestination: TrainingData
m_LightProbeSampleCountMultiplier: 4
m_LightingDataAsset: {fileID: 20201, guid: 0000000000000000f000000000000000, type: 0}
m_LightingSettings: {fileID: 0}
--- !u!196 &4
NavMeshSettings:
serializedVersion: 2
m_ObjectHideFlags: 0
m_BuildSettings:
serializedVersion: 3
agentTypeID: 0
agentRadius: 0.5
agentHeight: 2
agentSlope: 45
agentClimb: 0.4
ledgeDropHeight: 0
maxJumpAcrossDistance: 0
minRegionArea: 2
manualCellSize: 0
cellSize: 0.16666667
manualTileSize: 0
tileSize: 256
buildHeightMesh: 0
maxJobWorkers: 0
preserveTilesOutsideBounds: 0
debug:
m_Flags: 0
m_NavMeshData: {fileID: 0}
--- !u!1001 &180679694
PrefabInstance:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Modification:
serializedVersion: 3
m_TransformParent: {fileID: 0}
m_Modifications:
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_Pivot.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_Pivot.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_AnchorMax.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_AnchorMax.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_AnchorMin.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_AnchorMin.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_SizeDelta.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_SizeDelta.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalPosition.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalPosition.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalRotation.w
value: 1
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalRotation.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalRotation.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalRotation.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_AnchoredPosition.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_AnchoredPosition.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalEulerAnglesHint.x
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalEulerAnglesHint.y
value: 0
objectReference: {fileID: 0}
- target: {fileID: 204042265062571366, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_LocalEulerAnglesHint.z
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4869161796575291839, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
propertyPath: m_Name
value: LoadingScreen
objectReference: {fileID: 0}
m_RemovedComponents:
- {fileID: 5737877680156686392, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
m_RemovedGameObjects: []
m_AddedGameObjects: []
m_AddedComponents:
- targetCorrespondingSourceObject: {fileID: 4869161796575291839, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
insertIndex: -1
addedObject: {fileID: 180679698}
m_SourcePrefab: {fileID: 100100000, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
--- !u!1 &180679695 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 4869161796575291839, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
m_PrefabInstance: {fileID: 180679694}
m_PrefabAsset: {fileID: 0}
--- !u!114 &180679696 stripped
MonoBehaviour:
m_CorrespondingSourceObject: {fileID: 1674678211233966532, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
m_PrefabInstance: {fileID: 180679694}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 0}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fe87c0e1cc204ed48ad3b37840f39efc, type: 3}
m_Name:
m_EditorClassIdentifier: UnityEngine.UI::UnityEngine.UI.Image
--- !u!1 &180679697 stripped
GameObject:
m_CorrespondingSourceObject: {fileID: 7270617579256400696, guid: 19fad826fce26d34ba304620216a7f47, type: 3}
m_PrefabInstance: {fileID: 180679694}
m_PrefabAsset: {fileID: 0}
--- !u!114 &180679698
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 180679695}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 8968b564891a474baae157792b88e75f, type: 3}
m_Name:
m_EditorClassIdentifier: AppleHillsScripts::Bootstrap.InitialLoadingScreen
loadingScreenContainer: {fileID: 180679697}
progressBarImage: {fileID: 180679696}
minimumDisplayTime: 1
progressUpdateInterval: 0.1
--- !u!1 &400217123
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 400217126}
- component: {fileID: 400217125}
- component: {fileID: 400217124}
- component: {fileID: 400217127}
m_Layer: 0
m_Name: Main Camera
m_TagString: MainCamera
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!81 &400217124
AudioListener:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 400217123}
m_Enabled: 1
--- !u!20 &400217125
Camera:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 400217123}
m_Enabled: 1
serializedVersion: 2
m_ClearFlags: 1
m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0}
m_projectionMatrixMode: 1
m_GateFitMode: 2
m_FOVAxisMode: 0
m_Iso: 200
m_ShutterSpeed: 0.005
m_Aperture: 16
m_FocusDistance: 10
m_FocalLength: 50
m_BladeCount: 5
m_Curvature: {x: 2, y: 11}
m_BarrelClipping: 0.25
m_Anamorphism: 0
m_SensorSize: {x: 36, y: 24}
m_LensShift: {x: 0, y: 0}
m_NormalizedViewPortRect:
serializedVersion: 2
x: 0
y: 0
width: 1
height: 1
near clip plane: 0.3
far clip plane: 1000
field of view: 60
orthographic: 1
orthographic size: 5
m_Depth: -1
m_CullingMask:
serializedVersion: 2
m_Bits: 4294967295
m_RenderingPath: -1
m_TargetTexture: {fileID: 0}
m_TargetDisplay: 0
m_TargetEye: 3
m_HDR: 1
m_AllowMSAA: 1
m_AllowDynamicResolution: 0
m_ForceIntoRT: 0
m_OcclusionCulling: 1
m_StereoConvergence: 10
m_StereoSeparation: 0.022
--- !u!4 &400217126
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 400217123}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: -10}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &400217127
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 400217123}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3}
m_Name:
m_EditorClassIdentifier: Unity.RenderPipelines.Universal.Runtime::UnityEngine.Rendering.Universal.UniversalAdditionalCameraData
m_RenderShadows: 1
m_RequiresDepthTextureOption: 2
m_RequiresOpaqueTextureOption: 2
m_CameraType: 0
m_Cameras: []
m_RendererIndex: -1
m_VolumeLayerMask:
serializedVersion: 2
m_Bits: 1
m_VolumeTrigger: {fileID: 0}
m_VolumeFrameworkUpdateModeOption: 2
m_RenderPostProcessing: 0
m_Antialiasing: 0
m_AntialiasingQuality: 2
m_StopNaN: 0
m_Dithering: 0
m_ClearDepth: 1
m_AllowXRRendering: 1
m_AllowHDROutput: 1
m_UseScreenCoordOverride: 0
m_ScreenSizeOverride: {x: 0, y: 0, z: 0, w: 0}
m_ScreenCoordScaleBias: {x: 0, y: 0, z: 0, w: 0}
m_RequiresDepthTexture: 0
m_RequiresColorTexture: 0
m_TaaSettings:
m_Quality: 3
m_FrameInfluence: 0.1
m_JitterScale: 1
m_MipBias: 0
m_VarianceClampScale: 0.9
m_ContrastAdaptiveSharpening: 0
m_Version: 2
--- !u!1 &1710655392
GameObject:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
serializedVersion: 6
m_Component:
- component: {fileID: 1710655394}
- component: {fileID: 1710655393}
m_Layer: 0
m_Name: BootSceneController
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!114 &1710655393
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1710655392}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: fdb797d6fcdc469bb9bfb9ad3c5f51b5, type: 3}
m_Name:
m_EditorClassIdentifier: AppleHillsScripts::Bootstrap.BootSceneController
mainMenuSceneName: MainMenu
minDelayAfterBoot: 0.5
debugMode: 0
initialLoadingScreen: {fileID: 180679698}
bootProgressWeight: 0.5
--- !u!4 &1710655394
Transform:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 1710655392}
serializedVersion: 2
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: -39.55614, y: 4.31573, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
m_Children: []
m_Father: {fileID: 0}
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!1660057539 &9223372036854775807
SceneRoots:
m_ObjectHideFlags: 0
m_Roots:
- {fileID: 400217126}
- {fileID: 1710655394}
- {fileID: 180679694}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: cf01e2d0135b06c4486d00ef393d0274
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,150 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace Bootstrap
{
/// <summary>
/// Service that provides notification and management of boot completion status.
/// Allows systems to subscribe to boot completion events, register initialization actions with priorities,
/// or await boot completion asynchronously.
/// </summary>
public static class BootCompletionService
{
/// <summary>
/// Indicates if the boot process has completed
/// </summary>
public static bool IsBootComplete { get; private set; } = false;
/// <summary>
/// Event triggered when boot completes
/// </summary>
public static event Action OnBootComplete;
/// <summary>
/// Represents an initialization action with priority
/// </summary>
private class InitializationAction
{
public Action Action { get; }
public int Priority { get; }
public string Name { get; }
public InitializationAction(Action action, int priority, string name)
{
Action = action;
Priority = priority;
Name = name;
}
}
// List of initialization actions to be executed once boot completes
private static List<InitializationAction> _initializationActions = new List<InitializationAction>();
// TaskCompletionSource for async await pattern
private static TaskCompletionSource<bool> _bootCompletionTask = new TaskCompletionSource<bool>();
/// <summary>
/// Called by CustomBoot when the boot process is complete
/// </summary>
internal static void HandleBootCompleted()
{
if (IsBootComplete)
return;
IsBootComplete = true;
Debug.Log("[BootCompletionService] Boot process completed, executing initialization actions");
// Execute initialization actions in priority order (lower number = higher priority)
ExecuteInitializationActions();
// Trigger the event
OnBootComplete?.Invoke();
// Complete the task for async waiters
_bootCompletionTask.TrySetResult(true);
Debug.Log("[BootCompletionService] All boot completion handlers executed");
}
/// <summary>
/// Register an action to be executed when boot completes.
/// Lower priority numbers run first.
/// </summary>
/// <param name="action">The action to execute</param>
/// <param name="priority">Priority (lower numbers run first)</param>
/// <param name="name">Name for debugging</param>
public static void RegisterInitAction(Action action, int priority = 100, string name = null)
{
if (action == null)
return;
if (string.IsNullOrEmpty(name))
name = $"Action_{_initializationActions.Count}";
var initAction = new InitializationAction(action, priority, name);
if (IsBootComplete)
{
// If boot is already complete, execute immediately
Debug.Log($"[BootCompletionService] Executing late registration: {name} (Priority: {priority})");
try
{
action();
}
catch (Exception ex)
{
Debug.LogError($"[BootCompletionService] Error executing init action '{name}': {ex}");
}
}
else
{
// Otherwise add to the queue
_initializationActions.Add(initAction);
Debug.Log($"[BootCompletionService] Registered init action: {name} (Priority: {priority})");
}
}
/// <summary>
/// Wait asynchronously for boot completion
/// </summary>
/// <returns>Task that completes when boot is complete</returns>
public static Task WaitForBootCompletionAsync()
{
if (IsBootComplete)
return Task.CompletedTask;
return _bootCompletionTask.Task;
}
/// <summary>
/// Execute all registered initialization actions in priority order
/// </summary>
private static void ExecuteInitializationActions()
{
// Sort by priority (lowest first)
var sortedActions = _initializationActions
.OrderBy(a => a.Priority)
.ToList();
foreach (var action in sortedActions)
{
try
{
Debug.Log($"[BootCompletionService] Executing: {action.Name} (Priority: {action.Priority})");
action.Action();
}
catch (Exception ex)
{
Debug.LogError($"[BootCompletionService] Error executing init action '{action.Name}': {ex}");
}
}
// Clear the list after execution
_initializationActions.Clear();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: aa0228cf33a64515bc166b7a9bc8c0b9
timeCreated: 1760606319

View File

@@ -0,0 +1,269 @@
using System;
using UnityEngine;
using UI;
using Core;
using UnityEngine.SceneManagement;
using Cinematics;
namespace Bootstrap
{
/// <summary>
/// Controller for the boot scene that coordinates bootstrap initialization with loading screen
/// </summary>
public class BootSceneController : MonoBehaviour
{
[SerializeField] private string mainMenuSceneName = "MainMenu";
[SerializeField] private float minDelayAfterBoot = 0.5f; // Small delay after boot to ensure smooth transition
[SerializeField] private bool debugMode = false;
[SerializeField] private InitialLoadingScreen initialLoadingScreen; // Reference to our specialized loading screen
// Progress distribution between bootstrap and scene loading
[SerializeField, Range(0.1f, 0.9f)] private float bootProgressWeight = 0.5f; // Default 50/50 split
private enum LoadingPhase { Bootstrap, SceneLoading }
private LoadingPhase _currentPhase = LoadingPhase.Bootstrap;
private bool _bootComplete = false;
private bool _hasStartedLoading = false;
private float _sceneLoadingProgress = 0f;
private void Start()
{
Debug.Log("[BootSceneController] Boot scene started");
// Ensure the initial loading screen exists
if (initialLoadingScreen == null)
{
Debug.LogError("[BootSceneController] No InitialLoadingScreen assigned! Please assign it in the inspector.");
return;
}
// Subscribe to the loading screen completion event
initialLoadingScreen.OnLoadingScreenFullyHidden += OnInitialLoadingComplete;
// Show the loading screen immediately with our combined progress provider
initialLoadingScreen.ShowLoadingScreen(GetCombinedProgress);
// Subscribe to boot progress events
CustomBoot.OnBootProgressChanged += OnBootProgressChanged;
// Register our boot completion handler with the BootCompletionService
// This will execute either immediately if boot is already complete,
// or when the boot process completes
BootCompletionService.RegisterInitAction(
OnBootCompleted,
50, // Higher priority (lower number)
"BootSceneController.OnBootCompleted"
);
// In debug mode, log additional information
if (debugMode)
{
InvokeRepeating(nameof(LogDebugInfo), 0.1f, 0.5f);
}
}
/// <summary>
/// Called when the initial loading screen is fully hidden
/// </summary>
private void OnInitialLoadingComplete()
{
Debug.Log("[BootSceneController] Initial loading screen fully hidden, boot sequence completed");
// Play the intro cinematic if available
if (CinematicsManager.Instance != null)
{
Debug.Log("[BootSceneController] Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence");
// Immediately unload the StartingScene - no need to wait for cinematic to finish
// since CinematicsManager is bootstrapped and won't be unloaded
UnloadStartingScene();
}
else
{
// If no cinematics manager, unload the StartingScene directly
UnloadStartingScene();
}
}
private void OnDestroy()
{
// Clean up event subscriptions
CustomBoot.OnBootCompleted -= OnBootCompleted;
CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
if (initialLoadingScreen != null)
{
initialLoadingScreen.OnLoadingScreenFullyHidden -= OnInitialLoadingComplete;
}
if (debugMode)
{
CancelInvoke(nameof(LogDebugInfo));
}
}
/// <summary>
/// Progress provider that combines bootstrap and scene loading progress
/// </summary>
private float GetCombinedProgress()
{
switch (_currentPhase)
{
case LoadingPhase.Bootstrap:
// Scale bootstrap progress from 0 to bootProgressWeight
return CustomBoot.CurrentProgress * bootProgressWeight;
case LoadingPhase.SceneLoading:
// Scale scene loading progress from bootProgressWeight to 1.0
return bootProgressWeight + (_sceneLoadingProgress * (1f - bootProgressWeight));
default:
return 0f;
}
}
private void OnBootProgressChanged(float progress)
{
if (debugMode)
{
Debug.Log($"[BootSceneController] Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
}
}
private void LogDebugInfo()
{
Debug.Log($"[BootSceneController] Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
}
private void OnBootCompleted()
{
// Unsubscribe to prevent duplicate calls
CustomBoot.OnBootCompleted -= OnBootCompleted;
Debug.Log("[BootSceneController] Boot process completed");
_bootComplete = true;
// After a small delay, start loading the main menu
// This prevents jerky transitions if boot happens very quickly
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
}
private void StartLoadingMainMenu()
{
if (_hasStartedLoading)
return;
_hasStartedLoading = true;
_currentPhase = LoadingPhase.SceneLoading;
LoadMainMenu();
}
private async void LoadMainMenu()
{
Debug.Log($"[BootSceneController] Loading main menu scene: {mainMenuSceneName}");
try
{
// Initialize scene loading progress to 0 to ensure proper remapping
_sceneLoadingProgress = 0f;
// Create a custom progress reporter using a custom class
var progressHandler = new ProgressHandler(value => {
// Store the raw scene loading progress (0-1)
_sceneLoadingProgress = value;
if (debugMode)
{
Debug.Log($"[BootSceneController] Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
}
});
// Step 1: Additively load the main menu scene - don't unload StartingScene yet
var op = SceneManager.LoadSceneAsync(mainMenuSceneName, LoadSceneMode.Additive);
// Disable scene activation until we're ready to show it
op.allowSceneActivation = true;
// Track progress while loading
while (!op.isDone)
{
progressHandler.ReportProgress(op.progress);
await System.Threading.Tasks.Task.Yield();
}
// Update the current gameplay scene in SceneManagerService
SceneManagerService.Instance.CurrentGameplayScene = mainMenuSceneName;
// Ensure progress is complete
_sceneLoadingProgress = 1f;
// Step 2: Scene is fully loaded, now hide the loading screen
// This will trigger OnInitialLoadingComplete via the event when animation completes
initialLoadingScreen.HideLoadingScreen();
// Step 3: The OnInitialLoadingComplete method will handle playing the intro cinematic
// Step 4: StartingScene will be unloaded after the cinematic completes in OnIntroCinematicFinished
}
catch (Exception e)
{
Debug.LogError($"[BootSceneController] Error loading main menu: {e.Message}");
// Still try to hide the loading screen even if there was an error
initialLoadingScreen.HideLoadingScreen();
}
}
/// <summary>
/// Unloads the StartingScene, completing the transition to the main menu
/// </summary>
private async void UnloadStartingScene()
{
try
{
// Get the current scene (StartingScene)
Scene currentScene = SceneManager.GetActiveScene();
string startingSceneName = currentScene.name;
Debug.Log($"[BootSceneController] Unloading StartingScene: {startingSceneName}");
// Unload the StartingScene
await SceneManager.UnloadSceneAsync(startingSceneName);
// Set the main menu scene as the active scene
Scene mainMenuScene = SceneManager.GetSceneByName(mainMenuSceneName);
SceneManager.SetActiveScene(mainMenuScene);
Debug.Log($"[BootSceneController] Transition complete: {startingSceneName} unloaded, {mainMenuSceneName} is now active");
// Destroy the boot scene controller since its job is done
Destroy(gameObject);
}
catch (Exception e)
{
Logging.Warning($"[BootSceneController] Error unloading StartingScene: {e.Message}");
}
}
/// <summary>
/// Helper class to handle progress reporting without running into explicit interface implementation issues
/// </summary>
private class ProgressHandler
{
private Action<float> _progressAction;
public ProgressHandler(Action<float> progressAction)
{
_progressAction = progressAction;
}
public void ReportProgress(float value)
{
_progressAction?.Invoke(value);
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: fdb797d6fcdc469bb9bfb9ad3c5f51b5
timeCreated: 1760604860

View File

@@ -1,4 +1,5 @@
using System.Threading.Tasks;
using System;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
@@ -16,7 +17,22 @@ namespace Bootstrap
public static bool Initialised { get; private set; }
/// <summary>
// Called as soon as the game begins
/// Event triggered when boot progress changes
/// </summary>
public static event Action<float> OnBootProgressChanged;
/// <summary>
/// Event triggered when boot process completes
/// </summary>
public static event Action OnBootCompleted;
/// <summary>
/// Current progress of the boot process (0-1)
/// </summary>
public static float CurrentProgress { get; private set; }
/// <summary>
/// Called as soon as the game begins
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
private static void Initialise()
@@ -32,6 +48,9 @@ namespace Bootstrap
/// </summary>
public static void PerformInitialisation()
{
//Reset progress
CurrentProgress = 0f;
//In editor, perform initialisation synchronously
if (Application.isEditor)
{
@@ -72,6 +91,17 @@ namespace Bootstrap
{
await LoadCustomBootSettings();
Initialised = true;
CurrentProgress = 1f;
OnBootProgressChanged?.Invoke(1f);
OnBootCompleted?.Invoke();
// Notify the BootCompletionService that boot is complete
if (Application.isPlaying)
{
// Direct call to boot completion service
Debug.Log("[CustomBoot] Calling BootCompletionService.HandleBootCompleted()");
BootCompletionService.HandleBootCompleted();
}
}
/// <summary>
@@ -81,6 +111,17 @@ namespace Bootstrap
{
LoadCustomBootSettingsSync();
Initialised = true;
CurrentProgress = 1f;
OnBootProgressChanged?.Invoke(1f);
OnBootCompleted?.Invoke();
// Notify the BootCompletionService that boot is complete
if (Application.isPlaying)
{
// Direct call to boot completion service
Debug.Log("[CustomBoot] Calling BootCompletionService.HandleBootCompleted()");
BootCompletionService.HandleBootCompleted();
}
}
@@ -177,5 +218,16 @@ namespace Bootstrap
result.InitialiseSync();
return handle;
}
/// <summary>
/// Updates the current progress value and triggers the progress event
/// </summary>
/// <param name="progress">Progress value between 0-1</param>
internal static void UpdateProgress(float progress)
{
CurrentProgress = Mathf.Clamp01(progress);
OnBootProgressChanged?.Invoke(CurrentProgress);
Debug.Log($"[CustomBoot] Progress: {CurrentProgress:P0}");
}
}
}

View File

@@ -31,15 +31,37 @@ namespace Bootstrap
RuntimeContainer = new GameObject($"{name}_Container");
DontDestroyOnLoad(RuntimeContainer);
Instances = new GameObject[BootPrefabs.Length];
// Calculate total prefabs for progress tracking
int totalPrefabs = BootPrefabs.Length;
float progressPerPrefab = totalPrefabs > 0 ? 1f / totalPrefabs : 1f;
float currentProgress = 0f;
for (var i = 0; i < BootPrefabs.Length; i++)
{
if (!BootPrefabs[i]) continue;
if (!BootPrefabs[i])
{
// Report incremental progress even for null prefabs
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
continue;
}
var instance = GameObject.InstantiateAsync(BootPrefabs[i], RuntimeContainer.transform);
while (!instance.isDone)
{
// Report partial progress while waiting
float progressInStep = instance.progress * progressPerPrefab;
float overallProgress = i * progressPerPrefab + progressInStep;
CustomBoot.UpdateProgress(overallProgress);
await Task.Yield();
}
Instances[i] = instance.Result[0];
// Report completion of this step
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
}
}
@@ -55,12 +77,28 @@ namespace Bootstrap
}
Instances = new GameObject[BootPrefabs.Length];
// Calculate total prefabs for progress tracking
int totalPrefabs = BootPrefabs.Length;
float progressPerPrefab = totalPrefabs > 0 ? 1f / totalPrefabs : 1f;
float currentProgress = 0f;
for (var i = 0; i < BootPrefabs.Length; i++)
{
if (!BootPrefabs[i]) continue;
if (!BootPrefabs[i])
{
// Report incremental progress even for null prefabs
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
continue;
}
var instance = GameObject.Instantiate(BootPrefabs[i], RuntimeContainer.transform);
Instances[i] = instance;
// Report completion of this step
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
}
}

View File

@@ -0,0 +1,240 @@
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using Core;
namespace Bootstrap
{
/// <summary>
/// Specialized loading screen controller specifically for the initial boot sequence.
/// This handles the combined progress of bootstrap initialization and main menu loading.
/// </summary>
public class InitialLoadingScreen : 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 Action _onLoadingScreenFullyHidden;
/// <summary>
/// Event that fires when the loading screen is fully hidden (both loading and animation completed)
/// </summary>
public event Action OnLoadingScreenFullyHidden;
/// <summary>
/// Delegate for providing progress values from different sources
/// </summary>
public delegate float ProgressProvider();
/// <summary>
/// Current progress provider being used for the loading screen
/// </summary>
private ProgressProvider _currentProgressProvider;
/// <summary>
/// Default progress provider that returns 0 (or 1 if loading is complete)
/// </summary>
private float DefaultProgressProvider() => _loadingComplete ? 1f : 0f;
/// <summary>
/// Check if the loading screen is currently active
/// </summary>
public bool IsActive => loadingScreenContainer != null && loadingScreenContainer.activeSelf;
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>
/// <param name="progressProvider">Optional delegate to provide progress values (0-1). If null, uses default provider.</param>
/// <param name="onComplete">Optional callback when loading screen is fully hidden</param>
public void ShowLoadingScreen(ProgressProvider progressProvider = null, Action onComplete = null)
{
// Store the completion callback
_onLoadingScreenFullyHidden = onComplete;
// Set the progress provider, use default if none provided
_currentProgressProvider = progressProvider ?? DefaultProgressProvider;
// 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 the current progress provider
/// </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 the current provider
float actualProgress = _currentProgressProvider();
// 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($"[InitialLoadingScreen] 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("[InitialLoadingScreen] 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("[InitialLoadingScreen] Final progress set to 1.0");
}
// Hide the screen if loading is also complete
if (_loadingComplete)
{
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
Debug.Log("[InitialLoadingScreen] Animation AND loading complete, hiding screen");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
OnLoadingScreenFullyHidden?.Invoke();
_onLoadingScreenFullyHidden = null;
}
}
_progressCoroutine = null;
}
/// <summary>
/// Called when the actual loading process is complete
/// </summary>
public void HideLoadingScreen()
{
Debug.Log("[InitialLoadingScreen] 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("[InitialLoadingScreen] Animation already complete, hiding screen immediately");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
OnLoadingScreenFullyHidden?.Invoke();
_onLoadingScreenFullyHidden = null;
}
}
else
{
Debug.Log("[InitialLoadingScreen] Animation still in progress, waiting for it to complete");
// The coroutine will handle hiding when animation completes
}
}
/// <summary>
/// Waits until the loading screen is fully hidden before continuing
/// </summary>
/// <returns>Task that completes when the loading screen is hidden</returns>
public System.Threading.Tasks.Task WaitForLoadingScreenToHideAsync()
{
var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
// If the loading screen is not active, complete immediately
if (!IsActive)
{
tcs.SetResult(true);
return tcs.Task;
}
// Store existing callback to chain it
Action existingCallback = _onLoadingScreenFullyHidden;
// Set new callback
_onLoadingScreenFullyHidden = () => {
// Call existing callback if any
existingCallback?.Invoke();
// Complete the task
tcs.SetResult(true);
};
return tcs.Task;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8968b564891a474baae157792b88e75f
timeCreated: 1760613320

View File

@@ -1,4 +1,6 @@
using System;
using System.Collections.Generic;
using Bootstrap;
using Core;
using UnityEngine;
using UnityEngine.AddressableAssets;
@@ -26,25 +28,28 @@ namespace Cinematics
private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
= new Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>>();
public static CinematicsManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<CinematicsManager>();
if (_instance == null)
{
var go = new GameObject("CinematicsManager");
_instance = go.AddComponent<CinematicsManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
/// <summary>
/// Singleton instance of the CinematicsManager. No longer creates an instance if one doesn't exist.
/// </summary>
public static CinematicsManager Instance => _instance;
public PlayableDirector playableDirector;
private void Awake()
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
// For example, subscribe to SceneManagerService events if needed
Logging.Debug("[CinematicsManager] Post-boot initialization complete");
}
private void OnEnable()
{
// Subscribe to application quit event to ensure cleanup
@@ -62,15 +67,55 @@ namespace Cinematics
private void OnApplicationQuit()
{
_isQuitting = true;
ReleaseAllHandles();
}
/// <summary>
/// Initializes required components for the CinematicsManager
/// </summary>
private void InitializeComponents()
{
// Initialize PlayableDirector if not set
if (playableDirector == null)
{
playableDirector = GetComponent<PlayableDirector>();
// If still null, try to add the component
if (playableDirector == null)
{
playableDirector = gameObject.AddComponent<PlayableDirector>();
Debug.Log("[CinematicsManager] Added missing PlayableDirector component");
}
}
// Initialize _cinematicSprites if not set
if (_cinematicSprites == null)
{
// First try to find in children
_cinematicSprites = GetComponentInChildren<Image>(true);
// If still null, create a new UI Image for cinematics
if (_cinematicSprites == null)
{
Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
}
}
}
/// <summary>
/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
/// </summary>
public PlayableDirector PlayCinematic(PlayableAsset assetToPlay)
{
// Ensure components are initialized before playing
InitializeComponents();
if (_cinematicSprites != null)
{
_cinematicSprites.enabled = true;
}
playableDirector.stopped += OnPlayableDirectorStopped;
playableDirector.Play(assetToPlay);
Logging.Debug("Playing cinematic " + assetToPlay.name);
@@ -145,68 +190,5 @@ namespace Cinematics
}
_addressableHandles.Clear();
}
private void Awake()
{
PlayStartCinematicOnGameLoad();
}
/// <summary>
/// Loads a cinematic asynchronously while showing a loading screen, then plays it
/// </summary>
/// <param name="key">The addressable key of the cinematic to load</param>
/// <returns>The PlayableDirector playing the cinematic</returns>
public async System.Threading.Tasks.Task<PlayableDirector> PlayCinematicWithLoadingScreen(string key)
{
Logging.Debug($"[CinematicsManager] Preparing to load cinematic with loading screen: {key}");
// First, show the loading screen BEFORE creating any async operations
UI.LoadingScreenController.Instance.ShowLoadingScreen();
// Give the loading screen a frame to render
await System.Threading.Tasks.Task.Yield();
// Now create the load handle and track its progress
Logging.Debug($"[CinematicsManager] Starting cinematic asset load: {key}");
AsyncOperationHandle<PlayableAsset> handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
// Update the loading screen with the progress provider after the handle is created
UI.LoadingScreenController.Instance.ShowLoadingScreen(() => handle.PercentComplete);
// Wait for the loading to complete
var result = await handle.Task;
// Store the handle for later release
_addressableHandles[playableDirector] = handle;
Logging.Debug($"[CinematicsManager] Cinematic loaded: {key}");
// Hide the loading screen
UI.LoadingScreenController.Instance.HideLoadingScreen();
// Important: Wait for the loading screen to be fully hidden before playing the cinematic
await UI.LoadingScreenController.Instance.WaitForLoadingScreenToHideAsync();
Logging.Debug($"[CinematicsManager] Loading screen hidden, now playing cinematic: {key}");
// Play the cinematic
return PlayCinematic(result);
}
private async void PlayStartCinematicOnGameLoad()
{
if (!SceneManager.GetActiveScene().name.ToLower().Contains("mainmenu"))
{
return;
}
_instance = this;
playableDirector = GetComponent<PlayableDirector>();
_cinematicSprites = GetComponentInChildren<Image>(true);
// Use the new method with loading screen instead of direct load
await PlayCinematicWithLoadingScreen("IntroSequence");
}
}
}

View File

@@ -1,3 +1,4 @@
using Bootstrap;
using Core;
using Input;
using UnityEngine;
@@ -14,6 +15,13 @@ namespace Cinematics
private float _holdStartTime;
private bool _isHolding;
private bool _skipPerformed;
private bool _initialized = false;
void Awake()
{
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
void Start()
{
@@ -24,32 +32,76 @@ namespace Cinematics
}
}
void OnEnable()
void OnDisable()
{
// Clean up subscriptions regardless of initialization state
UnsubscribeFromCinematicsEvents();
}
private void InitializePostBoot()
{
// Safe initialization of manager dependencies after boot is complete
if (_initialized)
return;
_initialized = true;
// Subscribe to CinematicsManager events now that boot is complete
SubscribeToCinematicsEvents();
Logging.Debug("[SkipCinematic] Post-boot initialization complete");
}
private void SubscribeToCinematicsEvents()
{
if (CinematicsManager.Instance == null) return;
// First unsubscribe to prevent duplicate subscriptions
UnsubscribeFromCinematicsEvents();
// Now subscribe
CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
// Check if a cinematic is already playing
if (CinematicsManager.Instance.IsCinematicPlaying)
HandleCinematicStarted();
CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
Logging.Debug("[SkipCinematic] Subscribed to cinematics events");
}
void OnDisable()
private void UnsubscribeFromCinematicsEvents()
{
if (CinematicsManager.Instance != null)
{
CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
// If still registered, unregister input override
Logging.Debug("[SkipCinematic] Unsubscribed from cinematics events");
}
// If still registered as an input override consumer, unregister
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
Logging.Debug("[SkipCinematic] Unregistered as input override consumer");
}
}
private void HandleCinematicStarted()
{
if (InputManager.Instance != null)
{
InputManager.Instance.RegisterOverrideConsumer(this);
}
}
private void HandleCinematicStopped()
{
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}
}
void Update()
{

View File

@@ -5,6 +5,7 @@ using System.Collections.Generic;
using AppleHills.Core.Interfaces;
using Core;
using UI;
using Bootstrap;
/// <summary>
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
@@ -15,25 +16,9 @@ public class GameManager : MonoBehaviour
private static bool _isQuitting = false;
/// <summary>
/// Singleton instance of the GameManager.
/// Singleton instance of the GameManager. No longer creates an instance if one doesn't exist.
/// </summary>
public static GameManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<GameManager>();
if (_instance == null)
{
var go = new GameObject("GameManager");
_instance = go.AddComponent<GameManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
public static GameManager Instance => _instance;
[Header("Settings Status")]
[SerializeField] private bool _settingsLoaded = false;
@@ -70,10 +55,13 @@ public class GameManager : MonoBehaviour
InitializeSettings();
InitializeDeveloperSettings();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// DontDestroyOnLoad(gameObject);
}
private void Start()
private void InitializePostBoot()
{
// Find and subscribe to PauseMenu events
PauseMenu pauseMenu = PauseMenu.Instance;

View File

@@ -2,6 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
using Interactions;
using Bootstrap;
namespace Core
{
@@ -14,23 +15,10 @@ namespace Core
private static ItemManager _instance;
private static bool _isQuitting;
public static ItemManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<ItemManager>();
if (_instance == null)
{
var go = new GameObject("ItemManager");
_instance = go.AddComponent<ItemManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
/// <summary>
/// Singleton instance of the ItemManager. No longer creates an instance if one doesn't exist.
/// </summary>
public static ItemManager Instance => _instance;
private readonly HashSet<Pickup> _pickups = new HashSet<Pickup>();
private readonly HashSet<ItemSlot> _itemSlots = new HashSet<ItemSlot>();
@@ -63,13 +51,16 @@ namespace Core
void Awake()
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
void Start()
private void InitializePostBoot()
{
// Subscribe to scene load completed so we can clear registrations when scenes change
// Access Instance directly to ensure the service is initialized and we get the event hookup.
SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
Logging.Debug("[ItemManager] Subscribed to SceneManagerService events");
}
void OnDestroy()

View File

@@ -18,22 +18,10 @@ namespace AppleHills.Core
private static QuickAccess _instance;
private static bool _isQuitting = false;
public static QuickAccess Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<QuickAccess>();
if (_instance == null)
{
var go = new GameObject("QuickAccess");
_instance = go.AddComponent<QuickAccess>();
}
}
return _instance;
}
}
/// <summary>
/// Singleton instance of QuickAccess. No longer creates an instance if one doesn't exist.
/// </summary>
public static QuickAccess Instance => _instance;
void OnApplicationQuit()
{
@@ -146,6 +134,8 @@ namespace AppleHills.Core
private void Awake()
{
_instance = this;
if (!_initialized)
{
// Subscribe to scene changes

View File

@@ -4,6 +4,7 @@ using System.Threading.Tasks;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using Bootstrap;
namespace Core
{
@@ -15,26 +16,11 @@ namespace Core
private LoadingScreenController _loadingScreen;
private static SceneManagerService _instance;
private static bool _isQuitting = false;
/// <summary>
/// Singleton instance of the SceneManagerService.
/// Singleton instance of the SceneManagerService. No longer creates an instance if one doesn't exist.
/// </summary>
public static SceneManagerService Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<SceneManagerService>();
if (_instance == null)
{
var go = new GameObject("SceneManagerService");
_instance = go.AddComponent<SceneManagerService>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
public static SceneManagerService Instance => _instance;
// Events for scene lifecycle
public event Action<string> SceneLoadStarted;
@@ -48,30 +34,17 @@ namespace Core
private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
private const string BootstrapSceneName = "BootstrapScene";
void Start()
{
_loadingScreen = LoadingScreenController.Instance;
// Set up loading screen event handlers
SetupLoadingScreenEvents();
}
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
#if UNITY_EDITOR
// In Editor, set CurrentGameplayScene to the currently open scene at play start
if (Application.isPlaying)
{
var activeScene = SceneManager.GetActiveScene();
if (activeScene.IsValid())
{
CurrentGameplayScene = activeScene.name;
}
}
#endif
// Initialize current scene tracking immediately in Awake
InitializeCurrentSceneTracking();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// Ensure BootstrapScene is loaded at startup
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
@@ -80,6 +53,48 @@ namespace Core
}
}
/// <summary>
/// Initialize current scene tracking immediately in Awake
/// This ensures scene management works correctly regardless of boot timing
/// </summary>
private void InitializeCurrentSceneTracking()
{
// Get the active scene and use it as the current gameplay scene
Scene activeScene = SceneManager.GetActiveScene();
if (activeScene.IsValid())
{
// If this is the MainMenu or another gameplay scene, track it
if (activeScene.name != BootstrapSceneName)
{
CurrentGameplayScene = activeScene.name;
Logging.Debug($"[SceneManagerService] Initialized with current scene: {CurrentGameplayScene}");
}
// Otherwise default to MainMenu
else
{
CurrentGameplayScene = "MainMenu";
Logging.Debug($"[SceneManagerService] Initialized with default scene: {CurrentGameplayScene}");
}
}
else
{
CurrentGameplayScene = "MainMenu";
Logging.Debug($"[SceneManagerService] No valid active scene, defaulting to: {CurrentGameplayScene}");
}
}
private void InitializePostBoot()
{
// Set up loading screen reference and events after boot is complete
_loadingScreen = LoadingScreenController.Instance;
// Set up loading screen event handlers if available
SetupLoadingScreenEvents();
Logging.Debug($"[SceneManagerService] Post-boot initialization complete, current scene is: {CurrentGameplayScene}");
}
private void SetupLoadingScreenEvents()
{
if (_loadingScreen == null) return;
@@ -262,16 +277,27 @@ namespace Core
}
// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
public string CurrentGameplayScene { get; private set; } = "MainMenu";
public string CurrentGameplayScene { get; set; } = "MainMenu";
public async Task ReloadCurrentScene(IProgress<float> progress = null)
public async Task ReloadCurrentScene(IProgress<float> progress = null, bool autoHideLoadingScreen = true)
{
await SwitchSceneAsync(CurrentGameplayScene, progress);
await SwitchSceneAsync(CurrentGameplayScene, progress, autoHideLoadingScreen);
}
// Switches from current gameplay scene to a new one
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null)
/// <summary>
/// Switches from current gameplay scene to a new one
/// </summary>
/// <param name="newSceneName">Name of the scene to load</param>
/// <param name="progress">Optional progress reporter</param>
/// <param name="autoHideLoadingScreen">Whether to automatically hide the loading screen when complete. If false, caller must hide it manually.</param>
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true)
{
// Show loading screen at the start (whether using auto-hide or not)
if (_loadingScreen != null && !_loadingScreen.IsActive)
{
_loadingScreen.ShowLoadingScreen();
}
// Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
var astarPaths = FindObjectsByType<AstarPath>(FindObjectsSortMode.None);
foreach (var astar in astarPaths)
@@ -304,6 +330,12 @@ namespace Core
await LoadSceneAsync(newSceneName, progress);
// Update tracker
CurrentGameplayScene = newSceneName;
// Only hide the loading screen if autoHideLoadingScreen is true
if (autoHideLoadingScreen && _loadingScreen != null)
{
_loadingScreen.HideLoadingScreen();
}
}
}
}

View File

@@ -5,6 +5,8 @@ using Input;
using Settings;
using System.Collections;
using Minigames.DivingForPictures;
using Bootstrap;
using Core;
namespace Utility
{
@@ -12,23 +14,11 @@ namespace Utility
{
private static SceneOrientationEnforcer _instance;
private static bool _isQuitting;
public static SceneOrientationEnforcer Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<SceneOrientationEnforcer>();
if (_instance == null)
{
var go = new GameObject("SceneOrientationEnforcer");
_instance = go.AddComponent<SceneOrientationEnforcer>();
// DontDestroyOnLoad(go); // Uncomment if you want persistence
}
}
return _instance;
}
}
/// <summary>
/// Singleton instance of the SceneOrientationEnforcer. No longer creates an instance if one doesn't exist.
/// </summary>
public static SceneOrientationEnforcer Instance => _instance;
[Header("Config")]
public SceneOrientationConfig orientationConfig;
@@ -48,10 +38,16 @@ namespace Utility
{
_instance = this;
OnOrientationCorrect += HandleOrientationCorrect;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
void Start()
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[SceneOrientationEnforcer] Post-boot initialization complete");
// Subscribe to sceneLoaded event
SceneManager.sceneLoaded += OnSceneLoaded;
// Manually invoke for the first scene (unless it's Main Menu)
@@ -74,6 +70,8 @@ namespace Utility
return Screen.orientation == ScreenOrientation.Portrait || Screen.orientation == ScreenOrientation.PortraitUpsideDown;
case ScreenOrientationRequirement.Landscape:
return Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.LandscapeRight;
case ScreenOrientationRequirement.NotApplicable:
return true;
default:
return true;
}
@@ -98,7 +96,7 @@ namespace Utility
_isDivingMinigame = IsDivingMinigameScene(scene);
_requiredOrientation = orientationConfig != null ? orientationConfig.GetRequirementForScene(scene.name) : ScreenOrientationRequirement.Portrait;
_requiredOrientation = orientationConfig != null ? orientationConfig.GetRequirementForScene(scene.name) : ScreenOrientationRequirement.NotApplicable;
_orientationCorrect = IsOrientationCorrect();
if (!_orientationCorrect)
@@ -186,7 +184,7 @@ namespace Utility
_orientationCheckCoroutine = null;
}
InputManager.Instance.SetInputMode(InputMode.Game);
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
}
private void CleanupPromptAndCoroutine()

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using AppleHills.Data.CardSystem;
using Bootstrap;
using Core;
using UnityEngine;
@@ -61,6 +62,15 @@ namespace Data.CardSystem
// Build lookup dictionary
BuildDefinitionLookup();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[CardSystemManager] Post-boot initialization complete");
}
private void OnApplicationQuit()

View File

@@ -5,6 +5,7 @@ using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using AppleHills.Core.Settings;
using Bootstrap;
using Core; // Added for IInteractionSettings
namespace Input
@@ -35,22 +36,10 @@ namespace Input
// Track which consumer is handling the current hold operation
private ITouchInputConsumer _activeHoldConsumer;
public static InputManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<InputManager>();
if (_instance == null)
{
var go = new GameObject("InputManager");
_instance = go.AddComponent<InputManager>();
}
}
return _instance;
}
}
/// <summary>
/// Singleton instance of the InputManager. No longer creates an instance if one doesn't exist.
/// </summary>
public static InputManager Instance => _instance;
// Settings reference
private IInteractionSettings _interactionSettings;
@@ -66,6 +55,15 @@ namespace Input
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Subscribe to scene load completed events now that boot is complete
SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
@@ -78,12 +76,25 @@ namespace Input
tapMoveAction = playerInput.actions.FindAction("TapMove", false);
holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
positionAction = playerInput.actions.FindAction("TouchPosition", false);
if (tapMoveAction != null)
tapMoveAction.performed += OnTapMovePerformed;
if (holdMoveAction != null)
{
holdMoveAction.performed += OnHoldMoveStarted;
holdMoveAction.canceled += OnHoldMoveCanceled;
}
private void Start()
{
// SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
Logging.Debug("[InputManager] Subscribed to SceneManagerService events");
}
private void OnDestroy()
{
// Unsubscribe from SceneManagerService
if (SceneManagerService.Instance != null)
SceneManagerService.Instance.SceneLoadCompleted -= SwitchInputOnSceneLoaded;
}
private void SwitchInputOnSceneLoaded(string sceneName)
@@ -123,17 +134,6 @@ namespace Input
}
}
void OnEnable()
{
if (tapMoveAction != null)
tapMoveAction.performed += OnTapMovePerformed;
if (holdMoveAction != null)
{
holdMoveAction.performed += OnHoldMoveStarted;
holdMoveAction.canceled += OnHoldMoveCanceled;
}
}
void OnDisable()
{
if (tapMoveAction != null)

View File

@@ -418,7 +418,8 @@ namespace Interactions
{
// Check for ObjectiveStepBehaviour and lock state
var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
if (step != null && !step.IsStepUnlocked())
var slot = GetComponent<ItemSlot>();
if (step != null && !step.IsStepUnlocked() && slot == null)
{
DebugUIMessage.Show("This step is locked!", Color.yellow);
BroadcastInteractionComplete(false);

View File

@@ -1,10 +1,7 @@
using Input;
using Interactions;
using UnityEngine;
using System;
using AppleHills.Core.Settings;
using Core;
using UnityEngine.Serialization;
namespace PuzzleS
{
@@ -37,22 +34,52 @@ namespace PuzzleS
void Awake()
{
_interactable = GetComponent<Interactable>();
// Initialize the indicator if it exists, but ensure it's hidden initially
if (puzzleIndicator != null)
{
// The indicator should start inactive until we determine its proper state
puzzleIndicator.SetActive(false);
// Get the IPuzzlePrompt component
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
if (_indicator == null)
{
// Try to find it in children if not on the root
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
{
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
}
}
void OnEnable()
{
if (_interactable == null)
_interactable = GetComponent<Interactable>();
if (_interactable != null)
{
_interactable.interactionStarted.AddListener(OnInteractionStarted);
_interactable.interactionComplete.AddListener(OnInteractionComplete);
}
PuzzleManager.Instance?.RegisterStepBehaviour(this);
// Check if this step was already unlocked
if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
}
void Start()
{
UnlockStep();
// Simply register with the PuzzleManager
// The manager will handle state updates appropriately based on whether data is loaded
if (stepData != null && PuzzleManager.Instance != null)
{
PuzzleManager.Instance.RegisterStepBehaviour(this);
}
else if (stepData == null)
{
Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
}
}
@@ -63,7 +90,11 @@ namespace PuzzleS
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
if (PuzzleManager.Instance != null && stepData != null)
{
PuzzleManager.Instance.UnregisterStepBehaviour(this);
}
}
/// <summary>
@@ -73,7 +104,7 @@ namespace PuzzleS
public void UpdateProximityState(ProximityState newState)
{
if (_currentProximityState == newState) return;
if (_indicator == null) return;
if (!_isUnlocked) return; // Don't process state changes if locked
// Determine state changes and call appropriate methods
if (newState == ProximityState.Close)
@@ -97,6 +128,9 @@ namespace PuzzleS
/// </summary>
public virtual void OnShow()
{
if (puzzleIndicator != null)
puzzleIndicator.SetActive(true);
// Delegate to indicator if available
if (IsIndicatorValid())
{
@@ -104,7 +138,6 @@ namespace PuzzleS
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Prompt shown for {stepData?.stepId} on {gameObject.name}");
}
@@ -113,14 +146,15 @@ namespace PuzzleS
/// </summary>
public virtual void OnHide()
{
if (puzzleIndicator != null)
puzzleIndicator.SetActive(false);
// Delegate to indicator if available
if (IsIndicatorValid())
{
_indicator.OnHide();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Prompt hidden for {stepData?.stepId} on {gameObject.name}");
}
@@ -138,9 +172,6 @@ namespace PuzzleS
_indicator.ShowFar();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player entered far range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -157,9 +188,6 @@ namespace PuzzleS
_indicator.ShowClose();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player entered close range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -176,9 +204,6 @@ namespace PuzzleS
_indicator.HideClose();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player exited close range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -195,9 +220,6 @@ namespace PuzzleS
_indicator.HideFar();
return;
}
// Default fallback behavior
Logging.Debug($"[Puzzles] Player exited far range of {stepData?.stepId} on {gameObject.name}");
}
/// <summary>
@@ -205,31 +227,17 @@ namespace PuzzleS
/// </summary>
public void UnlockStep()
{
if (_isUnlocked) return;
_isUnlocked = true;
Logging.Debug($"[Puzzles] Step unlocked: {stepData?.stepId} on {gameObject.name}");
// Show indicator if enabled in settings
if (puzzleIndicator != null)
{
// Try to get the IPuzzlePrompt component from the spawned indicator
_indicator = puzzleIndicator.GetComponent<IPuzzlePrompt>();
// Make the indicator visible since this step is now unlocked
OnShow();
if (_indicator == null)
if (IsIndicatorValid())
{
// Try to find it in children if not on the root
_indicator = puzzleIndicator.GetComponentInChildren<IPuzzlePrompt>();
}
if (_indicator == null)
{
Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
}
else
{
// First show the indicator
_indicator.OnShow();
// Then set the correct state based on current player distance
// Set the correct state based on current player distance
Transform playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
if (playerTransform != null)
{
@@ -257,21 +265,24 @@ namespace PuzzleS
}
}
}
}
/// <summary>
/// Locks this puzzle step, preventing interaction.
/// </summary>
public void LockStep()
{
if (!_isUnlocked && puzzleIndicator != null)
{
// Make sure indicator is hidden if we're already locked
puzzleIndicator.SetActive(false);
return;
}
_isUnlocked = false;
Logging.Debug($"[Puzzles] Step locked: {stepData?.stepId} on {gameObject.name}");
// Hide indicator
if (IsIndicatorValid())
{
_indicator.OnHide();
}
// Hide the indicator
OnHide();
}
/// <summary>
@@ -287,7 +298,7 @@ namespace PuzzleS
/// </summary>
private void OnInteractionStarted(PlayerTouchController playerRef, FollowerController followerRef)
{
// Optionally handle started interaction (e.g. visual feedback)
// Empty - handled by Interactable
}
/// <summary>
@@ -297,12 +308,17 @@ namespace PuzzleS
private void OnInteractionComplete(bool success)
{
if (!_isUnlocked) return;
if (success)
if (success && !_isCompleted)
{
Logging.Debug($"[Puzzles] Step interacted: {stepData?.stepId} on {gameObject.name}");
_isCompleted = true;
PuzzleManager.Instance?.MarkPuzzleStepCompleted(stepData);
if (puzzleIndicator != null)
{
Destroy(puzzleIndicator);
_indicator = null;
}
}
}
@@ -323,7 +339,7 @@ namespace PuzzleS
// Draw threshold circle
Gizmos.color = Color.cyan;
Gizmos.DrawWireSphere(transform.position, promptRange / 2f);
Gizmos.DrawWireSphere(transform.position, promptRange);
}
}
}

View File

@@ -0,0 +1,103 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace PuzzleS
{
/// <summary>
/// Represents a complete chain of puzzle steps that form a logical sequence.
/// This is automatically generated from folder structure during asset import.
/// </summary>
[CreateAssetMenu(fileName = "PuzzleChain", menuName = "AppleHills/Items & Puzzles/PuzzleChain")]
public class PuzzleChainSO : ScriptableObject
{
/// <summary>
/// Unique identifier for this puzzle chain, automatically set to match folder name
/// </summary>
public string chainId;
/// <summary>
/// Display name for this chain
/// </summary>
public string displayName;
/// <summary>
/// Description of this puzzle chain
/// </summary>
[TextArea]
public string description;
/// <summary>
/// All steps that belong to this puzzle chain
/// </summary>
public List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>();
/// <summary>
/// Initial steps that should be unlocked when the puzzle chain starts
/// (steps with no dependencies)
/// </summary>
public List<PuzzleStepSO> initialSteps = new List<PuzzleStepSO>();
/// <summary>
/// Optional requirement for this entire chain to be activated
/// If not null, this chain requires the specified chain to be completed first
/// </summary>
public PuzzleChainSO requiredChain;
/// <summary>
/// Pre-processed dependency data built at edit time.
/// Maps step IDs to arrays of dependency step IDs
/// </summary>
[HideInInspector]
public Dictionary<string, string[]> stepDependencies = new Dictionary<string, string[]>();
/// <summary>
/// Gets all steps that will be unlocked by completing the given step
/// </summary>
public List<PuzzleStepSO> GetUnlockedSteps(string stepId)
{
var result = new List<PuzzleStepSO>();
foreach (var step in allSteps)
{
if (step.stepId == stepId && step != null)
{
return step.unlocks;
}
}
return result;
}
/// <summary>
/// Gets all steps that will be unlocked by completing the given step
/// </summary>
public List<PuzzleStepSO> GetUnlockedSteps(PuzzleStepSO completedStep)
{
return completedStep != null ? completedStep.unlocks : new List<PuzzleStepSO>();
}
/// <summary>
/// Check if this step is an initial step (no dependencies)
/// </summary>
public bool IsInitialStep(PuzzleStepSO step)
{
return step != null && initialSteps.Contains(step);
}
/// <summary>
/// Check if all steps in this chain are completed
/// </summary>
public bool IsChainComplete(HashSet<PuzzleStepSO> completedSteps)
{
if (completedSteps == null) return false;
foreach (var step in allSteps)
{
if (step != null && !completedSteps.Contains(step))
{
return false;
}
}
return true;
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 58109a40325e47f2a8a3b9264d8938dd
timeCreated: 1760532067

View File

@@ -0,0 +1,73 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
namespace PuzzleS
{
/// <summary>
/// Represents all puzzle steps in a level.
/// This is automatically generated from folder structure during asset import.
/// </summary>
[CreateAssetMenu(fileName = "LevelPuzzleData", menuName = "AppleHills/Items & Puzzles/LevelPuzzleData")]
public class PuzzleLevelDataSO : ScriptableObject
{
/// <summary>
/// Unique identifier for this level, automatically set to match folder name
/// </summary>
public string levelId;
/// <summary>
/// Display name for this level
/// </summary>
public string displayName;
/// <summary>
/// All puzzle steps in this level
/// </summary>
public List<PuzzleStepSO> allSteps = new List<PuzzleStepSO>();
/// <summary>
/// Steps that should be unlocked at level start (no dependencies)
/// </summary>
public List<PuzzleStepSO> initialSteps = new List<PuzzleStepSO>();
/// <summary>
/// Pre-processed dependency data built at edit time.
/// Maps step IDs to arrays of dependency step IDs (which steps are required by each step)
/// </summary>
public Dictionary<string, string[]> stepDependencies = new Dictionary<string, string[]>();
/// <summary>
/// Check if all steps in the level are complete
/// </summary>
public bool IsLevelComplete(HashSet<PuzzleStepSO> completedSteps)
{
if (completedSteps == null) return false;
foreach (var step in allSteps)
{
if (step != null && !completedSteps.Contains(step))
{
return false;
}
}
return true;
}
/// <summary>
/// Gets all steps that will be unlocked by completing the given step
/// </summary>
public List<PuzzleStepSO> GetUnlockedSteps(PuzzleStepSO completedStep)
{
return completedStep != null ? completedStep.unlocks : new List<PuzzleStepSO>();
}
/// <summary>
/// Check if this step is an initial step (no dependencies)
/// </summary>
public bool IsInitialStep(PuzzleStepSO step)
{
return step != null && initialSteps.Contains(step);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0a79780a5a0d498084afd737d4515e3b
timeCreated: 1760532084

View File

@@ -5,7 +5,11 @@ using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using AppleHills.Core.Settings;
using Core; // Added for IInteractionSettings
using Bootstrap;
using Core;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using Utils;
namespace PuzzleS
{
@@ -26,71 +30,103 @@ namespace PuzzleS
// Settings reference
private IInteractionSettings _interactionSettings;
// Current level puzzle data
private PuzzleLevelDataSO _currentLevelData;
private AsyncOperationHandle<PuzzleLevelDataSO> _levelDataLoadOperation;
private bool _isDataLoaded = false;
// Store registered behaviors that are waiting for data to be loaded
private List<ObjectiveStepBehaviour> _registeredBehaviours = new List<ObjectiveStepBehaviour>();
/// <summary>
/// Singleton instance of the PuzzleManager.
/// </summary>
public static PuzzleManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<PuzzleManager>();
if (_instance == null)
{
var go = new GameObject("PuzzleManager");
_instance = go.AddComponent<PuzzleManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
public static PuzzleManager Instance => _instance;
// Events to notify about step lifecycle
public event Action<PuzzleStepSO> OnStepCompleted;
public event Action<PuzzleStepSO> OnStepUnlocked;
public event Action<PuzzleLevelDataSO> OnLevelDataLoaded;
public event Action<PuzzleLevelDataSO> OnAllPuzzlesComplete;
private HashSet<PuzzleStepSO> _completedSteps = new HashSet<PuzzleStepSO>();
private HashSet<PuzzleStepSO> _unlockedSteps = new HashSet<PuzzleStepSO>();
// Registration for ObjectiveStepBehaviour
private Dictionary<PuzzleStepSO, ObjectiveStepBehaviour> _stepBehaviours = new Dictionary<PuzzleStepSO, ObjectiveStepBehaviour>();
// Runtime dependency graph
private Dictionary<PuzzleStepSO, List<PuzzleStepSO>> _runtimeDependencies = new Dictionary<PuzzleStepSO, List<PuzzleStepSO>>();
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
SceneManager.sceneLoaded += OnSceneLoaded;
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
void Start()
private void InitializePostBoot()
{
// Subscribe to SceneManagerService events after boot is complete
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
// Find player transform
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
// Start proximity check coroutine
StartProximityChecks();
// Load puzzle data for the current scene if not already loading
if (_currentLevelData == null && !_isDataLoaded)
{
LoadPuzzleDataForCurrentScene();
}
Logging.Debug("[PuzzleManager] Subscribed to SceneManagerService events");
}
void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
StopProximityChecks();
// Unsubscribe from scene manager events
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
// Release addressable handle if needed
if (_levelDataLoadOperation.IsValid())
{
SceneManager.sceneLoaded -= OnSceneLoaded;
Addressables.Release(_levelDataLoadOperation);
}
}
Logging.Debug("[MDPI] OnSceneLoaded");
_runtimeDependencies.Clear();
BuildRuntimeDependencies();
UnlockInitialSteps();
/// <summary>
/// Called when a scene is starting to load
/// </summary>
public void OnSceneLoadStarted(string sceneName)
{
// Reset data loaded state when changing scenes to avoid using stale data
_isDataLoaded = false;
Logging.Debug($"[Puzzles] Scene load started: {sceneName}, marked puzzle data as not loaded");
}
/// <summary>
/// Called when a scene is loaded
/// </summary>
public void OnSceneLoadCompleted(string sceneName)
{
// Skip for non-gameplay scenes
if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
{
return;
}
Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
LoadPuzzleDataForCurrentScene(sceneName);
// Find player transform again in case it changed with scene load
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
@@ -99,6 +135,72 @@ namespace PuzzleS
StartProximityChecks();
}
/// <summary>
/// Load puzzle data for the current scene
/// </summary>
private void LoadPuzzleDataForCurrentScene(string sceneName = null)
{
string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
if (string.IsNullOrEmpty(currentScene))
{
Logging.Warning("[Puzzles] Cannot load puzzle data: Current scene name is empty");
return;
}
_isDataLoaded = false;
string addressablePath = $"Puzzles/{currentScene}";
Logging.Debug($"[Puzzles] Loading puzzle data from addressable: {addressablePath}");
// Release previous handle if needed
if (_levelDataLoadOperation.IsValid())
{
Addressables.Release(_levelDataLoadOperation);
}
// Check if the addressable exists before trying to load it
if (!AppleHillsUtils.AddressableKeyExists(addressablePath))
{
Logging.Warning($"[Puzzles] Puzzle data does not exist for scene: {currentScene}");
_isDataLoaded = true; // Mark as loaded but with no data
_currentLevelData = null;
return;
}
// Load the level data asset
_levelDataLoadOperation = Addressables.LoadAssetAsync<PuzzleLevelDataSO>(addressablePath);
_levelDataLoadOperation.Completed += handle =>
{
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_currentLevelData = handle.Result;
Logging.Debug($"[Puzzles] Loaded level data: {_currentLevelData.levelId} with {_currentLevelData.allSteps.Count} steps");
// Reset state
_completedSteps.Clear();
_unlockedSteps.Clear();
// Unlock initial steps
UnlockInitialSteps();
// Update all registered behaviors now that data is loaded
UpdateAllRegisteredBehaviors();
// Mark data as loaded
_isDataLoaded = true;
// Notify listeners
OnLevelDataLoaded?.Invoke(_currentLevelData);
}
else
{
Logging.Warning($"[Puzzles] Failed to load puzzle data for {currentScene}: {handle.OperationException?.Message}");
_isDataLoaded = true; // Mark as loaded but with error
_currentLevelData = null;
}
};
}
/// <summary>
/// Start the proximity check coroutine.
/// </summary>
@@ -138,7 +240,7 @@ namespace PuzzleS
foreach (var kvp in _stepBehaviours)
{
if (kvp.Value == null) continue;
if (IsPuzzleStepCompleted(kvp.Value.stepData.stepId)) continue;
if (IsPuzzleStepCompleted(kvp.Key.stepId)) continue;
float distance = Vector3.Distance(_playerTransform.position, kvp.Value.transform.position);
@@ -157,6 +259,24 @@ namespace PuzzleS
}
}
/// <summary>
/// Update all registered behaviors with their current state
/// </summary>
private void UpdateAllRegisteredBehaviors()
{
foreach (var behaviour in _registeredBehaviours)
{
if (behaviour == null) continue;
// Only update if the step is in our dictionary
bool stepUnlocked = IsStepUnlocked(behaviour.stepData);
if (stepUnlocked)
{
UpdateStepState(behaviour);
}
}
}
/// <summary>
/// Registers a step behaviour with the manager.
/// </summary>
@@ -164,18 +284,48 @@ namespace PuzzleS
public void RegisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
// Always add to our registered behaviors list
if (!_registeredBehaviours.Contains(behaviour))
{
_registeredBehaviours.Add(behaviour);
}
// Add to the step behaviours dictionary if not already there
if (!_stepBehaviours.ContainsKey(behaviour.stepData))
{
_stepBehaviours.Add(behaviour.stepData, behaviour);
_runtimeDependencies.Clear();
foreach (var step in _stepBehaviours.Values)
{
step.LockStep();
}
_unlockedSteps.Clear();
BuildRuntimeDependencies();
UnlockInitialSteps();
Logging.Debug($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
// Only update state if data is already loaded
if (_isDataLoaded && _currentLevelData != null)
{
UpdateStepState(behaviour);
}
// Otherwise, the state will be updated when data loads in UpdateAllRegisteredBehaviors
}
}
/// <summary>
/// Updates a step's state based on the current puzzle state.
/// </summary>
private void UpdateStepState(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
// If step is already completed, ignore
if (_completedSteps.Contains(behaviour.stepData))
return;
// If step is already unlocked, update the behaviour
if (_unlockedSteps.Contains(behaviour.stepData))
{
behaviour.UnlockStep();
}
else
{
// Make sure it's locked
behaviour.LockStep();
}
}
@@ -186,57 +336,27 @@ namespace PuzzleS
public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
_stepBehaviours.Remove(behaviour.stepData);
_registeredBehaviours.Remove(behaviour);
Logging.Debug($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
/// <summary>
/// Builds the runtime dependency graph for all registered steps.
/// </summary>
private void BuildRuntimeDependencies()
{
_runtimeDependencies = PuzzleGraphUtility.BuildDependencyGraph(_stepBehaviours.Keys);
foreach (var step in _runtimeDependencies.Keys)
{
foreach (var dep in _runtimeDependencies[step])
{
Logging.Debug($"[Puzzles] Step {step.stepId} depends on {dep.stepId}");
}
}
Logging.Debug($"[Puzzles] Runtime dependencies built. Total steps: {_stepBehaviours.Count}");
}
/// <summary>
/// Unlocks all initial steps (those with no dependencies) and any steps whose dependencies are already met.
/// Unlocks all initial steps (those with no dependencies)
/// </summary>
private void UnlockInitialSteps()
{
// First, unlock all steps with no dependencies (initial steps)
var initialSteps = PuzzleGraphUtility.FindInitialSteps(_runtimeDependencies);
foreach (var step in initialSteps)
if (_currentLevelData == null) return;
// Unlock initial steps
foreach (var step in _currentLevelData.initialSteps)
{
Logging.Debug($"[Puzzles] Initial step unlocked: {step.stepId}");
UnlockStep(step);
}
// Keep trying to unlock steps as long as we're making progress
bool madeProgress;
do
{
madeProgress = false;
// Check all steps that haven't been unlocked yet
foreach (var step in _runtimeDependencies.Keys.Where(s => !_unlockedSteps.Contains(s)))
{
// Check if all dependencies have been completed
if (AreRuntimeDependenciesMet(step))
{
Logging.Debug($"[Puzzles] Chain step unlocked: {step.stepId}");
UnlockStep(step);
madeProgress = true;
}
}
} while (madeProgress);
Logging.Debug($"[Puzzles] Unlocked {_unlockedSteps.Count} initial steps");
}
/// <summary>
@@ -246,24 +366,29 @@ namespace PuzzleS
public void MarkPuzzleStepCompleted(PuzzleStepSO step)
{
if (_completedSteps.Contains(step)) return;
if (_currentLevelData == null) return;
_completedSteps.Add(step);
Logging.Debug($"[Puzzles] Step completed: {step.stepId}");
// Broadcast completion
OnStepCompleted?.Invoke(step);
foreach (var unlock in step.unlocks)
// Unlock steps that are unlocked by this step
foreach (var unlockStep in _currentLevelData.GetUnlockedSteps(step))
{
if (AreRuntimeDependenciesMet(unlock))
if (AreStepDependenciesMet(unlockStep))
{
Logging.Debug($"[Puzzles] Unlocking step {unlock.stepId} after completing {step.stepId}");
UnlockStep(unlock);
Logging.Debug($"[Puzzles] Unlocking step {unlockStep.stepId} after completing {step.stepId}");
UnlockStep(unlockStep);
}
else
{
Logging.Debug($"[Puzzles] Step {unlock.stepId} not unlocked yet, waiting for other dependencies");
Logging.Debug($"[Puzzles] Step {unlockStep.stepId} not unlocked yet, waiting for other dependencies");
}
}
// Check if all puzzle steps are now complete
CheckPuzzleCompletion();
}
@@ -272,13 +397,33 @@ namespace PuzzleS
/// </summary>
/// <param name="step">The step to check.</param>
/// <returns>True if all dependencies are met, false otherwise.</returns>
private bool AreRuntimeDependenciesMet(PuzzleStepSO step)
private bool AreStepDependenciesMet(PuzzleStepSO step)
{
if (!_runtimeDependencies.ContainsKey(step) || _runtimeDependencies[step].Count == 0) return true;
foreach (var dep in _runtimeDependencies[step])
if (_currentLevelData == null || step == null) return false;
// If it's an initial step, it has no dependencies
if (_currentLevelData.IsInitialStep(step)) return true;
// Check if dependencies are met using pre-processed data
if (_currentLevelData.stepDependencies.TryGetValue(step.stepId, out string[] dependencies))
{
if (!_completedSteps.Contains(dep)) return false;
foreach (var depId in dependencies)
{
// Find the dependency step
bool dependencyMet = false;
foreach (var completedStep in _completedSteps)
{
if (completedStep.stepId == depId)
{
dependencyMet = true;
break;
}
}
if (!dependencyMet) return false;
}
}
return true;
}
@@ -290,6 +435,7 @@ namespace PuzzleS
{
if (_unlockedSteps.Contains(step)) return;
_unlockedSteps.Add(step);
if (_stepBehaviours.TryGetValue(step, out var behaviour))
{
behaviour.UnlockStep();
@@ -301,14 +447,18 @@ namespace PuzzleS
}
/// <summary>
/// Checks if the puzzle is complete (all steps finished).
/// Checks if the puzzle is complete (all steps in level finished).
/// </summary>
private void CheckPuzzleCompletion()
{
if (_completedSteps.Count == _stepBehaviours.Count)
if (_currentLevelData == null) return;
if (_currentLevelData.IsLevelComplete(_completedSteps))
{
Logging.Debug("[Puzzles] Puzzle complete! All steps finished.");
// TODO: Fire puzzle complete event or trigger outcome logic
Logging.Debug("[Puzzles] All puzzles complete! Level finished.");
// Fire level complete event
OnAllPuzzlesComplete?.Invoke(_currentLevelData);
}
}
@@ -317,9 +467,6 @@ namespace PuzzleS
/// </summary>
public bool IsStepUnlocked(PuzzleStepSO step)
{
// _runtimeDependencies.Clear();
// BuildRuntimeDependencies();
// UnlockInitialSteps();
return _unlockedSteps.Contains(step);
}
@@ -333,6 +480,23 @@ namespace PuzzleS
return _completedSteps.Any(step => step.stepId == stepId);
}
/// <summary>
/// Get the current level puzzle data
/// </summary>
public PuzzleLevelDataSO GetCurrentLevelData()
{
return _currentLevelData;
}
/// <summary>
/// Checks if puzzle data is loaded
/// </summary>
/// <returns>True if data loading has completed (whether successful or not)</returns>
public bool IsDataLoaded()
{
return _isDataLoaded;
}
void OnApplicationQuit()
{
_isQuitting = true;

View File

@@ -1,5 +1,6 @@
using UnityEngine;
using System.Collections.Generic;
using System;
/// <summary>
/// ScriptableObject representing a single puzzle step, its display info, and which steps it unlocks.
@@ -29,4 +30,58 @@ public class PuzzleStepSO : ScriptableObject
/// </summary>
[Header("Unlocks")]
public List<PuzzleStepSO> unlocks = new List<PuzzleStepSO>();
/// <summary>
/// Override Equals to compare by stepId rather than reference equality.
/// This ensures consistent behavior across different platforms (Editor vs Mobile).
/// </summary>
/// <param name="obj">Object to compare to</param>
/// <returns>True if the objects represent the same puzzle step</returns>
public override bool Equals(object obj)
{
if (obj == null) return false;
// Check if the object is actually a PuzzleStepSO
PuzzleStepSO other = obj as PuzzleStepSO;
if (other == null) return false;
// Compare by stepId instead of reference
return string.Equals(stepId, other.stepId, StringComparison.Ordinal);
}
/// <summary>
/// Override GetHashCode to be consistent with the Equals method.
/// This is crucial for HashSet and Dictionary to work properly.
/// </summary>
/// <returns>Hash code based on stepId</returns>
public override int GetHashCode()
{
// Generate hash code from stepId to ensure consistent hashing
return stepId != null ? stepId.GetHashCode() : 0;
}
/// <summary>
/// Override == operator to use our custom equality logic
/// </summary>
public static bool operator ==(PuzzleStepSO a, PuzzleStepSO b)
{
// Check if both are null or if they're the same instance
if (ReferenceEquals(a, b))
return true;
// Check if either is null (but not both, as that's handled above)
if (((object)a == null) || ((object)b == null))
return false;
// Use our custom Equals method
return a.Equals(b);
}
/// <summary>
/// Override != operator to be consistent with == operator
/// </summary>
public static bool operator !=(PuzzleStepSO a, PuzzleStepSO b)
{
return !(a == b);
}
}

View File

@@ -23,7 +23,7 @@ namespace Settings
return entry.requiredOrientation;
}
// Default to Portrait if not found
return ScreenOrientationRequirement.Portrait;
return ScreenOrientationRequirement.NotApplicable;
}
}
}

View File

@@ -3,7 +3,8 @@
public enum ScreenOrientationRequirement
{
Portrait,
Landscape
Landscape,
NotApplicable
}
}

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using Bootstrap;
using Core;
using UnityEngine;
@@ -29,6 +30,15 @@ namespace AppleHills.UI.CardSystem
}
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[UIPageController] Post-boot initialization complete");
}
/// <summary>

View File

@@ -1,5 +1,6 @@
using System.Collections;
using System;
using Bootstrap;
using UnityEngine;
using UnityEngine.UI;
using Core;
@@ -48,22 +49,10 @@ namespace UI
/// </summary>
public bool IsActive => loadingScreenContainer != null && loadingScreenContainer.activeSelf;
public static LoadingScreenController Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<LoadingScreenController>();
if (_instance == null)
{
var go = new GameObject("LoadingScreenController");
_instance = go.AddComponent<LoadingScreenController>();
}
}
return _instance;
}
}
/// <summary>
/// Singleton instance of the LoadingScreenController. No longer creates an instance if one doesn't exist.
/// </summary>
public static LoadingScreenController Instance => _instance;
private void Awake()
{
@@ -77,6 +66,15 @@ namespace UI
{
loadingScreenContainer.SetActive(false);
}
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[LoadingScreenController] Post-boot initialization complete");
}
/// <summary>

View File

@@ -3,6 +3,7 @@ using Core;
using UnityEngine;
using UnityEngine.SceneManagement;
using Input;
using Bootstrap;
namespace UI
{
@@ -11,23 +12,10 @@ namespace UI
private static PauseMenu _instance;
private static bool _isQuitting;
public static PauseMenu Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<PauseMenu>();
if (_instance == null)
{
var go = new GameObject("PauseMenu");
_instance = go.AddComponent<PauseMenu>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
/// <summary>
/// Singleton instance of the PauseMenu. No longer creates an instance if one doesn't exist.
/// </summary>
public static PauseMenu Instance => _instance;
[Header("UI References")]
[SerializeField] private GameObject pauseMenuPanel;
@@ -43,11 +31,21 @@ namespace UI
/// </summary>
public bool IsPaused => _isPaused;
private void Start()
private void Awake()
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Subscribe to scene loaded events
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
// SceneManagerService subscription moved to InitializePostBoot
// Set initial state based on current scene
SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
@@ -55,6 +53,8 @@ namespace UI
// Initialize pause menu state
HidePauseMenu(false);
#endif
Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
}
private void OnDestroy()
@@ -81,9 +81,11 @@ namespace UI
return;
bool isMainMenu = levelName.ToLower().Contains("mainmenu");
gameObject.SetActive(!isMainMenu);
bool isStartingLevel = levelName.ToLower().Contains("startingscene");
if(!isMainMenu)
gameObject.SetActive(!(isMainMenu || isStartingLevel));
if(!isMainMenu && !isStartingLevel)
HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
Logging.Debug($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");

View File

@@ -42,22 +42,21 @@ public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
public void OnTap(Vector2 position)
{
stateMachine.Next(true);
}
public void OnHoldStart(Vector2 position)
{
throw new System.NotImplementedException();
return;
}
public void OnHoldMove(Vector2 position)
{
throw new System.NotImplementedException();
return;
}
public void OnHoldEnd(Vector2 position)
{
throw new System.NotImplementedException();
return;
}
}

View File

@@ -1,6 +1,9 @@
using UnityEngine;
using System.Collections.Generic;
using UnityEngine;
using AppleHills.Core.Settings;
using Core;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.ResourceLocations;
namespace Utils
{
@@ -68,5 +71,11 @@ namespace Utils
// Apply screen normalization
return frameAdjustedSpeed * screenNormalizationFactor;
}
public static bool AddressableKeyExists(object key)
{
IList<IResourceLocation> locations;
return Addressables.LoadResourceLocationsAsync(key).WaitForCompletion()?.Count > 0;
}
}
}

View File

@@ -0,0 +1,207 @@
Targets
Occurrences of '.Instance' in Directory C:\Users\info\Desktop\repos\AppleHillsProduction\Assets\Scripts
Found usages (163 usages found)
<AppleHillsScripts> (163 usages found)
Assets (163 usages found)
Scripts (163 usages found)
Bootstrap (3 usages found)
BootSceneController.cs (3 usages found)
79 if (CinematicsManager.Instance != null)
84 CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence");
205 SceneManagerService.Instance.CurrentGameplayScene = mainMenuSceneName;
Cinematics (16 usages found)
SkipCinematic.cs (16 usages found)
57 if (CinematicsManager.Instance == null) return;
63 CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
64 CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
67 if (CinematicsManager.Instance.IsCinematicPlaying)
75 if (CinematicsManager.Instance != null)
77 CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
78 CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
83 if (InputManager.Instance != null)
85 InputManager.Instance.UnregisterOverrideConsumer(this);
92 if (InputManager.Instance != null)
94 InputManager.Instance.RegisterOverrideConsumer(this);
100 if (InputManager.Instance != null)
102 InputManager.Instance.UnregisterOverrideConsumer(this);
109 if (_isHolding && CinematicsManager.Instance.IsCinematicPlaying)
131 CinematicsManager.Instance.SkipCurrentCinematic();
141 InputManager.Instance.UnregisterOverrideConsumer(this);
Core (25 usages found)
GameManager.cs (8 usages found)
65 SettingsProvider.Instance.gameObject.name = "Settings Provider";
68 DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
88 PauseMenu pauseMenu = PauseMenu.Instance;
220 var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
221 var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
222 var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
275 var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
318 return DeveloperSettingsProvider.Instance?.GetSettings<T>();
ItemManager.cs (3 usages found)
80 SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
87 if (SceneManagerService.Instance != null)
88 SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
QuickAccess.cs (7 usages found)
47 public GameManager GameManager => GameManager.Instance;
48 public ItemManager ItemManager => ItemManager.Instance;
49 public SceneManagerService SceneManager => SceneManagerService.Instance;
52 public InputManager InputManager => InputManager.Instance;
53 public PuzzleManager PuzzleManager => PuzzleManager.Instance;
54 public CinematicsManager CinematicsManager => CinematicsManager.Instance;
55 public CardSystemManager CardSystemManager => CardSystemManager.Instance;
SceneManagerService.cs (1 usage found)
110 _loadingScreen = LoadingScreenController.Instance;
SceneOrientationEnforcer.cs (3 usages found)
106 InputManager.Instance.SetInputMode(InputMode.UI);
159 InputManager.Instance.SetInputMode(InputMode.UI);
189 InputManager.Instance.SetInputMode(InputMode.Game);
SettingsAccess.cs (3 usages found)
43 return GameManager.Instance.PlayerStopDistance;
55 return GameManager.Instance.PlayerStopDistanceDirectInteraction;
67 return GameManager.Instance.DefaultPuzzlePromptRange;
Dialogue (26 usages found)
DialogueComponent.cs (26 usages found)
39 if (PuzzleManager.Instance != null)
40 PuzzleManager.Instance.OnStepCompleted += OnAnyPuzzleStepCompleted;
42 if (ItemManager.Instance != null)
44 ItemManager.Instance.OnItemPickedUp += OnAnyItemPickedUp;
45 ItemManager.Instance.OnCorrectItemSlotted += OnAnyItemSlotted;
46 ItemManager.Instance.OnIncorrectItemSlotted += OnAnyIncorrectItemSlotted;
47 ItemManager.Instance.OnForbiddenItemSlotted += OnAnyForbiddenItemSlotted;
48 ItemManager.Instance.OnItemSlotCleared += OnAnyItemSlotCleared;
49 ItemManager.Instance.OnItemsCombined += OnAnyItemsCombined;
170 if (PuzzleManager.Instance != null)
171 PuzzleManager.Instance.OnStepCompleted -= OnAnyPuzzleStepCompleted;
173 if (ItemManager.Instance != null)
175 ItemManager.Instance.OnItemPickedUp -= OnAnyItemPickedUp;
176 ItemManager.Instance.OnCorrectItemSlotted -= OnAnyItemSlotted;
177 ItemManager.Instance.OnIncorrectItemSlotted -= OnAnyIncorrectItemSlotted;
178 ItemManager.Instance.OnForbiddenItemSlotted -= OnAnyForbiddenItemSlotted;
179 ItemManager.Instance.OnItemSlotCleared -= OnAnyItemSlotCleared;
180 ItemManager.Instance.OnItemsCombined -= OnAnyItemsCombined;
600 return PuzzleManager.Instance != null &&
601 PuzzleManager.Instance.IsPuzzleStepCompleted(stepID);
606 if (ItemManager.Instance == null) return false;
609 foreach (var pickup in ItemManager.Instance.Pickups)
622 if (ItemManager.Instance == null) return false;
625 foreach (var slot in ItemManager.Instance.ItemSlots)
638 if (ItemManager.Instance == null) return false;
641 return ItemManager.Instance.WasItemCreatedThroughCombination(resultItemId);
Input (4 usages found)
InputManager.cs (3 usages found)
96 SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
103 if (SceneManagerService.Instance != null)
104 SceneManagerService.Instance.SceneLoadCompleted -= SwitchInputOnSceneLoaded;
PlayerTouchController.cs (1 usage found)
77 InputManager.Instance?.SetDefaultConsumer(this);
Interactions (6 usages found)
Interactable.cs (2 usages found)
213 ? GameManager.Instance.PlayerStopDistance
214 : GameManager.Instance.PlayerStopDistanceDirectInteraction;
ItemSlot.cs (2 usages found)
222 ItemManager.Instance?.RegisterItemSlot(this);
227 ItemManager.Instance?.UnregisterItemSlot(this);
Pickup.cs (2 usages found)
49 ItemManager.Instance?.RegisterPickup(this);
64 ItemManager.Instance?.UnregisterPickup(this);
LevelS (3 usages found)
LevelSwitch.cs (3 usages found)
114 InputManager.Instance.SetInputMode(InputMode.UI);
120 await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
126 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
Minigames (43 usages found)
DivingForPictures (43 usages found)
Bubbles (2 usages found)
BubbleSpawner.cs (2 usages found)
70 DivingGameManager.Instance.RegisterPausableComponent(this);
78 DivingGameManager.Instance.UnregisterPausableComponent(this);
Obstacles (5 usages found)
ObstacleSpawner.cs (5 usages found)
88 DivingGameManager.Instance.OnGameInitialized += Initialize;
91 DivingGameManager.Instance.RegisterPausableComponent(this);
94 if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
96 System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
104 DivingGameManager.Instance.UnregisterPausableComponent(this);
PictureCamera (2 usages found)
Viewfinder.cs (2 usages found)
89 InputManager.Instance.RegisterOverrideConsumer(this);
94 InputManager.Instance.UnregisterOverrideConsumer(this);
Player (6 usages found)
PlayerCollisionBehavior.cs (1 usage found)
262 .GetField("_targetFingerX", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
PlayerController.cs (5 usages found)
83 DivingGameManager.Instance.OnGameInitialized += Initialize;
86 if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
88 System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
102 InputManager.Instance?.SetDefaultConsumer(this);
110 DivingGameManager.Instance.OnGameInitialized -= Initialize;
Tiles (5 usages found)
TrenchTileSpawner.cs (5 usages found)
171 DivingGameManager.Instance.OnGameInitialized += Initialize;
174 DivingGameManager.Instance.RegisterPausableComponent(this);
177 if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
179 System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
187 DivingGameManager.Instance.UnregisterPausableComponent(this);
Utilities (2 usages found)
BottlePauser.cs (1 usage found)
14 DivingGameManager.Instance.RegisterPausableComponent(this);
RockPauser.cs (1 usage found)
15 DivingGameManager.Instance.RegisterPausableComponent(this);
DivingGameManager.cs (16 usages found)
142 PauseMenu pauseMenu = PauseMenu.Instance;
156 if (GameManager.Instance != null)
158 GameManager.Instance.RegisterPausableComponent(this);
162 if (SceneOrientationEnforcer.Instance != null)
164 SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
165 SceneOrientationEnforcer.Instance.OnOrientationIncorrect += Pause;
169 if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
186 viewfinderManager = CameraViewfinderManager.Instance;
212 if (SceneOrientationEnforcer.Instance != null)
214 SceneOrientationEnforcer.Instance.OnOrientationCorrect -= InitializeGame;
215 SceneOrientationEnforcer.Instance.OnOrientationIncorrect -= Pause;
219 PauseMenu pauseMenu = PauseMenu.Instance;
227 if (GameManager.Instance != null)
229 GameManager.Instance.UnregisterPausableComponent(this);
801 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
822 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
DivingScoreUI.cs (5 usages found)
15 DivingGameManager.Instance.OnScoreChanged += UpdateScoreDisplay;
16 DivingGameManager.Instance.OnPictureTaken += ShowScorePopup;
19 UpdateScoreDisplay(DivingGameManager.Instance.PlayerScore);
32 DivingGameManager.Instance.OnScoreChanged -= UpdateScoreDisplay;
33 DivingGameManager.Instance.OnPictureTaken -= ShowScorePopup;
PuzzleS (7 usages found)
ObjectiveStepBehaviour.cs (3 usages found)
76 PuzzleManager.Instance?.RegisterStepBehaviour(this);
86 PuzzleManager.Instance?.UnregisterStepBehaviour(this);
304 PuzzleManager.Instance?.MarkPuzzleStepCompleted(stepData);
PuzzleManager.cs (4 usages found)
102 SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
111 if (SceneManagerService.Instance != null)
113 SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
149 string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
StateMachines (2 usages found)
Quarry (2 usages found)
AnneLise (2 usages found)
TakePhotoState.cs (2 usages found)
39 InputManager.Instance.SetInputMode(InputMode.InputDisabled);
47 InputManager.Instance.SetInputMode(InputMode.Game);
UI (21 usages found)
Tutorial (2 usages found)
DivingTutorial.cs (2 usages found)
30 InputManager.Instance.RegisterOverrideConsumer(this);
39 InputManager.Instance.UnregisterOverrideConsumer(this);
MainMenu.cs (1 usage found)
12 await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
PauseMenu.cs (11 usages found)
71 SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
78 if (SceneManagerService.Instance != null)
80 SceneManagerService.Instance.SceneLoadCompleted -= SetPauseMenuByLevel;
122 InputManager.Instance.SetInputMode(InputMode.UI);
141 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
162 await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
180 await SceneManagerService.Instance.ReloadCurrentScene(progress);
198 await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
201 await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
204 await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress);
207 await SceneManagerService.Instance.SwitchSceneAsync("DivingForPictures", progress);

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: faea13914b0c70740accf1eeb03f11aa
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -5,6 +5,9 @@ EditorBuildSettings:
m_ObjectHideFlags: 0
serializedVersion: 2
m_Scenes:
- enabled: 1
path: Assets/Scenes/StartingScene.unity
guid: cf01e2d0135b06c4486d00ef393d0274
- enabled: 1
path: Assets/Scenes/MainMenu.unity
guid: b93f2f3b39a62684c8474ba79c8f698d

View File

@@ -329,42 +329,6 @@ PlayerSettings:
m_Height: 36
m_Kind: 0
m_SubKind:
- m_Textures:
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
m_Width: 432
m_Height: 432
m_Kind: 2
m_SubKind:
- m_Textures:
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
m_Width: 324
m_Height: 324
m_Kind: 2
m_SubKind:
- m_Textures:
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
m_Width: 216
m_Height: 216
m_Kind: 2
m_SubKind:
- m_Textures: []
m_Width: 162
m_Height: 162
m_Kind: 2
m_SubKind:
- m_Textures: []
m_Width: 108
m_Height: 108
m_Kind: 2
m_SubKind:
- m_Textures: []
m_Width: 81
m_Height: 81
m_Kind: 2
m_SubKind:
- m_Textures: []
m_Width: 192
m_Height: 192
@@ -395,6 +359,42 @@ PlayerSettings:
m_Height: 36
m_Kind: 1
m_SubKind:
- m_Textures:
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
m_Width: 432
m_Height: 432
m_Kind: 2
m_SubKind:
- m_Textures:
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
m_Width: 324
m_Height: 324
m_Kind: 2
m_SubKind:
- m_Textures:
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
m_Width: 216
m_Height: 216
m_Kind: 2
m_SubKind:
- m_Textures: []
m_Width: 162
m_Height: 162
m_Kind: 2
m_SubKind:
- m_Textures: []
m_Width: 108
m_Height: 108
m_Kind: 2
m_SubKind:
- m_Textures: []
m_Width: 81
m_Height: 81
m_Kind: 2
m_SubKind:
- m_BuildTarget: iPhone
m_Icons:
- m_Textures: []