First MVP of sorting minigame (#60)
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com> Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com> Reviewed-on: #60
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@@ -157,19 +157,24 @@ namespace UI
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}
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}
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// Subscribe to scene load events to adjust HUD based on scene
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted += NewSceneLoaded;
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}
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if (SceneManagerService.Instance.CurrentGameplayScene == "AppleHillsOverworld")
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{
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NewSceneLoaded("AppleHillsOverworld");
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}
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if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
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{
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// TODO: Hide all UI until cinematics have played
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NewSceneLoaded("AppleHillsOverworld");
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}
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// If in editor - initialize HUD based on current scene
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#if UNITY_EDITOR
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if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
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{
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// TODO: Hide all UI until cinematics have played
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NewSceneLoaded("AppleHillsOverworld");
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}
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else if (SceneManagerService.Instance.CurrentGameplayScene != null)
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{
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NewSceneLoaded(SceneManagerService.Instance.CurrentGameplayScene);
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}
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#endif
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}
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internal override void OnManagedDestroy()
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@@ -229,7 +234,7 @@ namespace UI
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case "Quarry":
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currentUIMode = UIMode.Puzzle;
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break;
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case "DivingForPictures":
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case "DivingForPictures" or "CardQualityControl":
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currentUIMode = UIMode.Minigame;
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break;
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}
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