diff --git a/Assets/Prefabs/UI/PauseMenu.prefab b/Assets/Prefabs/UI/PauseMenu.prefab
index 3e265793..159ae74a 100644
--- a/Assets/Prefabs/UI/PauseMenu.prefab
+++ b/Assets/Prefabs/UI/PauseMenu.prefab
@@ -1732,14 +1732,14 @@ MonoBehaviour:
- m_Target: {fileID: 7928661763020144797}
m_TargetAssemblyTypeName: UI.PauseMenu, AppleHillsScripts
m_MethodName: HidePauseMenu
- m_Mode: 1
+ m_Mode: 6
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
- m_BoolArgument: 0
+ m_BoolArgument: 1
m_CallState: 2
--- !u!1 &5544888797992325527
GameObject:
diff --git a/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs b/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs
index 9e7dce64..fcddf796 100644
--- a/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs
+++ b/Assets/Scripts/Minigames/DivingForPictures/DivingGameManager.cs
@@ -5,6 +5,7 @@ using System.Collections;
using UnityEngine.Events;
using UnityEngine.Playables;
using AppleHills.Core.Settings;
+using Utility;
namespace Minigames.DivingForPictures
{
@@ -56,9 +57,15 @@ namespace Minigames.DivingForPictures
private bool isGameOver = false;
private bool _isSurfacing = false;
+ // Initialization state
+ private bool _isGameInitialized = false;
+
// Used to track if we're currently surfacing
public bool IsSurfacing => _isSurfacing;
+ // Event for game components to subscribe to
+ public event Action OnGameInitialized;
+
private void Awake()
{
// Get settings from GameManager
@@ -74,6 +81,42 @@ namespace Minigames.DivingForPictures
private void Start()
{
+ // Subscribe to SceneOrientationEnforcer's event
+ if (SceneOrientationEnforcer.Instance != null)
+ {
+ SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
+
+ // If orientation is already correct, initialize right away
+ // This prevents issues if the orientation was already correct before subscription
+ if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
+ {
+ InitializeGame();
+ }
+ }
+ else
+ {
+ Debug.LogWarning("[DivingGameManager] SceneOrientationEnforcer not found. Initializing game immediately.");
+ InitializeGame();
+ }
+
+ // Subscribe to player damage events (this doesn't depend on initialization)
+ PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
+
+ // Validate rope references (this doesn't depend on initialization)
+ ValidateRopeReferences();
+ }
+
+ ///
+ /// Initializes the game components once the orientation is correct.
+ /// This is called by SceneOrientationEnforcer when the device is properly oriented.
+ ///
+ public void InitializeGame()
+ {
+ // Prevent double initialization
+ if (_isGameInitialized) return;
+
+ Debug.Log("[DivingGameManager] Initializing game");
+
// Subscribe to tile spawned event
TrenchTileSpawner tileSpawner = FindFirstObjectByType();
if (tileSpawner != null)
@@ -85,17 +128,22 @@ namespace Minigames.DivingForPictures
Debug.LogWarning("No TrenchTileSpawner found in scene. Monster spawning won't work.");
}
- // Subscribe to player damage events
- PlayerCollisionBehavior.OnDamageTaken += OnPlayerDamageTaken;
+ // Mark as initialized
+ _isGameInitialized = true;
- // Validate rope references
- ValidateRopeReferences();
+ // Notify all listeners that the game is initialized
+ OnGameInitialized?.Invoke();
}
private void OnDestroy()
{
// Unsubscribe from events when the manager is destroyed
PlayerCollisionBehavior.OnDamageTaken -= OnPlayerDamageTaken;
+
+ if (SceneOrientationEnforcer.Instance != null)
+ {
+ SceneOrientationEnforcer.Instance.OnOrientationCorrect -= InitializeGame;
+ }
}
private void Update()
diff --git a/Assets/Scripts/Minigames/DivingForPictures/Obstacles/ObstacleSpawner.cs b/Assets/Scripts/Minigames/DivingForPictures/Obstacles/ObstacleSpawner.cs
index 311c2e94..d30c766f 100644
--- a/Assets/Scripts/Minigames/DivingForPictures/Obstacles/ObstacleSpawner.cs
+++ b/Assets/Scripts/Minigames/DivingForPictures/Obstacles/ObstacleSpawner.cs
@@ -74,9 +74,38 @@ namespace Minigames.DivingForPictures
}
private void Start()
+ {
+
+
+ // Find DivingGameManager and subscribe to its initialization event
+ DivingGameManager gameManager = FindFirstObjectByType();
+ if (gameManager != null)
+ {
+ gameManager.OnGameInitialized += Initialize;
+
+ // If game is already initialized, initialize immediately
+ if (gameManager.GetType().GetField("_isGameInitialized",
+ System.Reflection.BindingFlags.NonPublic |
+ System.Reflection.BindingFlags.Instance)?.GetValue(gameManager) is bool isInitialized && isInitialized)
+ {
+ Initialize();
+ }
+ }
+ else
+ {
+ Debug.LogWarning("[ObstacleSpawner] DivingGameManager not found. Initializing immediately.");
+ Initialize();
+ }
+ }
+
+ ///
+ /// Initializes the obstacle spawner when triggered by DivingGameManager
+ ///
+ private void Initialize()
{
CalculateScreenBounds();
StartSpawning();
+ Debug.Log("[ObstacleSpawner] Initialized");
}
private void OnDestroy()
diff --git a/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs b/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs
index 5a974a54..4a9c61b4 100644
--- a/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs
+++ b/Assets/Scripts/Minigames/DivingForPictures/Player/PlayerController.cs
@@ -20,6 +20,9 @@ namespace Minigames.DivingForPictures
// Tap impulse system variables
private float _tapImpulseStrength = 0f;
private float _tapDirection = 0f;
+
+ // Initialization flag
+ private bool _isInitialized = false;
void Awake()
{
@@ -35,11 +38,53 @@ namespace Minigames.DivingForPictures
void Start()
{
- // Register as default consumer for input
- InputManager.Instance?.SetDefaultConsumer(this);
// Initialize target to current position
_targetFingerX = transform.position.x;
_isTouchActive = false;
+
+ // Find DivingGameManager and subscribe to its initialization event
+ DivingGameManager gameManager = FindFirstObjectByType();
+ if (gameManager != null)
+ {
+ gameManager.OnGameInitialized += Initialize;
+
+ // If game is already initialized, initialize immediately
+ if (gameManager.GetType().GetField("_isGameInitialized",
+ System.Reflection.BindingFlags.NonPublic |
+ System.Reflection.BindingFlags.Instance)?.GetValue(gameManager) is bool isInitialized && isInitialized)
+ {
+ Initialize();
+ }
+ }
+ else
+ {
+ Debug.LogWarning("[PlayerController] DivingGameManager not found. Initializing immediately.");
+ Initialize();
+ }
+ }
+
+ ///
+ /// Initializes the player controller when triggered by DivingGameManager
+ ///
+ private void Initialize()
+ {
+ if (_isInitialized) return;
+
+ // Register as default consumer for input
+ InputManager.Instance?.SetDefaultConsumer(this);
+
+ _isInitialized = true;
+ Debug.Log("[PlayerController] Initialized");
+ }
+
+ private void OnDestroy()
+ {
+ // Unsubscribe from events to prevent memory leaks
+ DivingGameManager gameManager = FindFirstObjectByType();
+ if (gameManager != null)
+ {
+ gameManager.OnGameInitialized -= Initialize;
+ }
}
///
diff --git a/Assets/Scripts/Minigames/DivingForPictures/Tiles/TrenchTileSpawner.cs b/Assets/Scripts/Minigames/DivingForPictures/Tiles/TrenchTileSpawner.cs
index 50f93f69..0df5cad4 100644
--- a/Assets/Scripts/Minigames/DivingForPictures/Tiles/TrenchTileSpawner.cs
+++ b/Assets/Scripts/Minigames/DivingForPictures/Tiles/TrenchTileSpawner.cs
@@ -107,13 +107,44 @@ namespace Minigames.DivingForPictures
}
private void Start()
+ {
+
+
+ // Find DivingGameManager and subscribe to its initialization event
+ DivingGameManager gameManager = FindFirstObjectByType();
+ if (gameManager != null)
+ {
+ gameManager.OnGameInitialized += Initialize;
+
+ // If game is already initialized, initialize immediately
+ if (gameManager.GetType().GetField("_isGameInitialized",
+ System.Reflection.BindingFlags.NonPublic |
+ System.Reflection.BindingFlags.Instance)?.GetValue(gameManager) is bool isInitialized && isInitialized)
+ {
+ Initialize();
+ }
+ }
+ else
+ {
+ Debug.LogWarning("[TrenchTileSpawner] DivingGameManager not found. Initializing immediately.");
+ Initialize();
+ }
+ }
+
+ ///
+ /// Initializes the tile spawner when triggered by DivingGameManager
+ ///
+ private void Initialize()
{
CalculateScreenBounds();
+ // Spawn initial tiles to fill the screen
SpawnInitialTiles();
// Initialize velocity and start the velocity calculation coroutine
_currentVelocity = _baseMoveSpeed * Time.fixedDeltaTime;
StartCoroutine(VelocityCalculationRoutine());
+
+ Debug.Log("[TrenchTileSpawner] Initialized");
}
private void Update()
diff --git a/Assets/Scripts/UI/PauseMenu.cs b/Assets/Scripts/UI/PauseMenu.cs
index 7b1f0efc..0cf08dde 100644
--- a/Assets/Scripts/UI/PauseMenu.cs
+++ b/Assets/Scripts/UI/PauseMenu.cs
@@ -20,7 +20,7 @@ namespace UI
SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
// Initialize pause menu state
- HidePauseMenu();
+ HidePauseMenu(false);
}
private void OnDestroy()
@@ -45,7 +45,7 @@ namespace UI
gameObject.SetActive(!isMainMenu);
if(!isMainMenu)
- HidePauseMenu(); // Ensure menu is hidden when switching to a game level
+ HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
Debug.Log($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
}
@@ -68,7 +68,7 @@ namespace UI
///
/// Hides the pause menu and shows the pause button. Sets input mode to Game.
///
- public void HidePauseMenu()
+ public void HidePauseMenu(bool resetInput = true)
{
if (pauseMenuPanel != null)
pauseMenuPanel.SetActive(false);
@@ -77,7 +77,8 @@ namespace UI
pauseButton.SetActive(true);
// Change input mode back to Game when menu is closed
- InputManager.Instance.SetInputMode(InputMode.Game);
+ if(resetInput)
+ InputManager.Instance.SetInputMode(InputMode.Game);
}
///
diff --git a/Assets/Scripts/Utility/SceneOrientationEnforcer.cs b/Assets/Scripts/Utility/SceneOrientationEnforcer.cs
index 01f80a9a..b9d63426 100644
--- a/Assets/Scripts/Utility/SceneOrientationEnforcer.cs
+++ b/Assets/Scripts/Utility/SceneOrientationEnforcer.cs
@@ -1,6 +1,7 @@
using UnityEngine;
using UnityEngine.SceneManagement;
using System;
+using Input;
using Settings;
namespace Utility
@@ -66,6 +67,7 @@ namespace Utility
orientationCorrect = IsOrientationCorrect();
if (!orientationCorrect)
{
+ InputManager.Instance.SetInputMode(InputMode.UI);
ShowPrompt();
orientationCheckCoroutine = StartCoroutine(OrientationCheckRoutine());
}
@@ -77,7 +79,11 @@ namespace Utility
return scene.name == "Main Menu" || scene.name == "MainMenu";
}
- private bool IsOrientationCorrect()
+ ///
+ /// Checks if the current device orientation matches the required orientation for the scene
+ ///
+ /// True if the orientation is correct, false otherwise
+ public bool IsOrientationCorrect()
{
switch (requiredOrientation)
{
@@ -121,6 +127,8 @@ namespace Utility
StopCoroutine(orientationCheckCoroutine);
orientationCheckCoroutine = null;
}
+
+ InputManager.Instance.SetInputMode(InputMode.Game);
}
private void CleanupPromptAndCoroutine()