WIP game over diving

This commit is contained in:
2025-10-16 16:23:48 +02:00
parent 8c4f821865
commit eab8899720
7 changed files with 1185 additions and 23 deletions

View File

@@ -15,8 +15,8 @@ MonoBehaviour:
m_GroupName: Cinematics
m_GUID: 75e1f68b7bf77f34f8ad4aeab74d4244
m_SerializeEntries:
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m_Address: MinigameOutroPlayable
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m_Address: SurfacingCinematic
m_ReadOnly: 0
m_SerializedLabels: []
FlaggedDuringContentUpdateRestriction: 0

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File diff suppressed because it is too large Load Diff

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@@ -312,7 +312,7 @@ GameObject:
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m_Name:
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GameObject:
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@@ -1045,6 +1120,7 @@ RectTransform:
m_Children:
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@@ -1238,3 +1314,35 @@ MonoBehaviour:
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View File

@@ -342,10 +342,10 @@ LineRenderer:
m_SortingLayer: 0
m_SortingOrder: 0
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@@ -915,7 +915,7 @@ Transform:
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m_SortingOrder: 0
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@@ -1910,14 +1910,14 @@ LineRenderer:
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View File

@@ -21,6 +21,7 @@ namespace Cinematics
private Image _cinematicSprites;
private bool _isCinematicPlaying = false;
public bool IsCinematicPlaying => _isCinematicPlaying;
public Image cinematicBackground;
// Dictionary to track addressable handles by PlayableDirector
private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
@@ -210,5 +211,19 @@ namespace Cinematics
// Use the new method with loading screen instead of direct load
await PlayCinematicWithLoadingScreen("IntroSequence");
}
public void ShowCinematicBackground(bool showCinematic)
{
if(showCinematic == true)
{
var _image = cinematicBackground.GetComponent<Image>();
_image.enabled = true;
}
if (showCinematic == false)
{
var _image = cinematicBackground.GetComponent<Image>();
_image.enabled = false;
}
}
}
}

View File

@@ -203,6 +203,7 @@ namespace Minigames.DivingForPictures
}
OnMonsterSpawned += DoMonsterSpawned;
CinematicsManager.Instance.OnCinematicStopped += EndGame;
}
private void OnDestroy()
@@ -674,8 +675,8 @@ namespace Minigames.DivingForPictures
if (surfacingTimeline != null)
{
//Instead of surfacingTimeline, play the outro cinematic
Debug.Log("Why am I stuck??");
//CinematicsManager.Instance.LoadAndPlayCinematic("MinigameOutroPlayable");
CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic");
CinematicsManager.Instance.ShowCinematicBackground(true);
//surfacingTimeline.Play();
//Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline");