Fix up eagle eye's weirdness, add option to auto clear saves
This commit is contained in:
@@ -63,18 +63,6 @@ MonoBehaviour:
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m_SerializedLabels:
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m_Address: Assets/Data/Cards/Card_KalkUlation 3.asset
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m_ReadOnly: 0
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m_SerializedLabels:
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- BlokkemonCard
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FlaggedDuringContentUpdateRestriction: 0
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m_Address: Assets/Data/Cards/Card_MormorMarmor 3.asset
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m_ReadOnly: 0
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m_SerializedLabels:
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- BlokkemonCard
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FlaggedDuringContentUpdateRestriction: 0
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- m_GUID: 73d54071304571647b3238a799d9781f
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m_Address: Assets/Data/Cards/Card_New Card.asset
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m_ReadOnly: 0
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95
Assets/Editor/Tools/AutoClearSavesOnPlay.cs
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95
Assets/Editor/Tools/AutoClearSavesOnPlay.cs
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@@ -0,0 +1,95 @@
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using AppleHills.Core.Settings;
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namespace Editor.Tools
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{
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/// <summary>
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/// Editor script that automatically clears saves before entering play mode
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/// if the autoClearSaves setting is enabled in DebugSettings
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/// </summary>
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[InitializeOnLoad]
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public static class AutoClearSavesOnPlay
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{
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static AutoClearSavesOnPlay()
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{
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EditorApplication.playModeStateChanged += OnPlayModeStateChanged;
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}
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private static void OnPlayModeStateChanged(PlayModeStateChange state)
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{
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// Only act when entering play mode (before the scene starts playing)
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if (state != PlayModeStateChange.ExitingEditMode)
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return;
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// Try to load the debug settings
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DebugSettings debugSettings = LoadDebugSettings();
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if (debugSettings == null)
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{
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Debug.LogWarning("[AutoClearSaves] Could not find DebugSettings asset. Auto-clear saves disabled.");
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return;
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}
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// Check if auto-clear is enabled
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if (!debugSettings.AutoClearSaves)
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{
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return;
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}
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// Execute the clear saves logic
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ClearSavesFolder();
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}
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private static DebugSettings LoadDebugSettings()
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{
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// Try to find the DebugSettings asset in the project
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string[] guids = AssetDatabase.FindAssets("t:DebugSettings");
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if (guids.Length == 0)
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{
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return null;
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}
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// Load the first found DebugSettings asset
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string path = AssetDatabase.GUIDToAssetPath(guids[0]);
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return AssetDatabase.LoadAssetAtPath<DebugSettings>(path);
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}
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private static void ClearSavesFolder()
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{
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// Construct the save folder path (matches SaveLoadManager.DefaultSaveFolder)
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string saveFolder = Path.Combine(Application.persistentDataPath, "GameSaves");
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if (!Directory.Exists(saveFolder))
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{
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Debug.Log("[AutoClearSaves] Save folder does not exist, nothing to clear.");
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return;
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}
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try
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{
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// Delete all files in the save folder
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string[] files = Directory.GetFiles(saveFolder);
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int deletedCount = 0;
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foreach (string file in files)
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{
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File.Delete(file);
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deletedCount++;
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}
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if (deletedCount > 0)
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{
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Debug.Log($"[AutoClearSaves] Automatically deleted {deletedCount} save file(s) before entering play mode");
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}
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}
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catch (System.Exception ex)
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{
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Debug.LogError($"[AutoClearSaves] Failed to auto-clear saves: {ex}");
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}
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}
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}
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}
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3
Assets/Editor/Tools/AutoClearSavesOnPlay.cs.meta
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3
Assets/Editor/Tools/AutoClearSavesOnPlay.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: c3ba01f7bb704c17bc4f22fd726f7fee
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timeCreated: 1763974355
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@@ -802,7 +802,7 @@ MonoBehaviour:
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m_SelectedTrigger: Selected
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m_DisabledTrigger: Disabled
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m_Interactable: 1
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m_TargetGraphic: {fileID: 0}
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m_TargetGraphic: {fileID: 4189849640380816173}
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m_OnClick:
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m_PersistentCalls:
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m_Calls:
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@@ -1459,6 +1459,10 @@ PrefabInstance:
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serializedVersion: 3
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m_TransformParent: {fileID: 2474710976069581060}
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m_Modifications:
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- target: {fileID: 823686888810001266, guid: 428a0feafda9d6d4e87ecf43ad41dc20, type: 3}
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propertyPath: m_OnClick.m_PersistentCalls.m_Calls.Array.data[0].m_CallState
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 5445689290567702089, guid: 428a0feafda9d6d4e87ecf43ad41dc20, type: 3}
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propertyPath: m_Pivot.x
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value: 1
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@@ -450296,7 +450296,7 @@ GameObject:
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- component: {fileID: 1137411215}
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m_Layer: 0
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m_Name: CinemachineCamera
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m_TagString: Untagged
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m_TagString: MainCinemachineCamera
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_StaticEditorFlags: 0
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@@ -31,6 +31,8 @@ namespace AppleHills.Core.Settings
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[Header("Save Load Options")]
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[Tooltip("Should use save laod system?")]
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[SerializeField] public bool useSaveLoadSystem = true;
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[Tooltip("Automatically clear all saves before entering play mode in editor")]
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[SerializeField] public bool autoClearSaves = false;
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[Header("Logging Options")]
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[Tooltip("Logging level for bootstrap services")]
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@@ -49,6 +51,7 @@ namespace AppleHills.Core.Settings
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// Property getters
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public bool ShowDebugUiMessages => showDebugUiMessages;
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public bool PauseTimeOnPauseGame => pauseTimeOnPauseGame;
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public bool AutoClearSaves => autoClearSaves;
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public override void OnValidate()
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{
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@@ -1,84 +1,131 @@
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using System.Collections;
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using Unity.Cinemachine;
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using UnityEngine;
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using System.Collections;
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public class EagleEyeBehaviour : MonoBehaviour
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namespace DamianExperiments
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{
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[SerializeField] private CinemachineCamera virtualCamera;
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[SerializeField] private CinemachineConfiner2D confiner2D;
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[SerializeField] private float zoomOutOrthoSize = 30f;
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[SerializeField] private float normalOrthoSize = 15f;
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private float currentOrthoSize;
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[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
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[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
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[SerializeField] private bool disablePlayerInputDuringEagleEye = true; // Gate input disable
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[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
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private Coroutine zoomCoroutine;
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public void ActivateEagleEye()
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public class EagleEyeBehaviour : MonoBehaviour
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{
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//Assigns the Virtual Camera and Confiner if not already assigned
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if (virtualCamera == null)
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{
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virtualCamera = FindAnyObjectByType<CinemachineCamera>();
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}
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if (confiner2D == null)
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{
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confiner2D = virtualCamera.GetComponent<CinemachineConfiner2D>();
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}
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// Serialized backing fields allow manual assignment in the inspector
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private GameObject _cinecameraObject;
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private CinemachineCamera _virtualCamera;
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private CinemachineConfiner2D _confiner2D;
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// Implementation for activating eagle eye behaviour
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if (disablePlayerInputDuringEagleEye)
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// Lazy-fetched properties: if null, try to find the GameObject tagged "MainCinemachineCamera"
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private CinemachineCamera VirtualCamera
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{
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currentOrthoSize = virtualCamera.Lens.OrthographicSize;
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}
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if (eagleEyeButton != null)
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{
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eagleEyeButton.interactable = false;
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}
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if (zoomCoroutine != null) StopCoroutine(zoomCoroutine);
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zoomCoroutine = StartCoroutine(EagleEyeSequence());
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}
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private IEnumerator EagleEyeSequence()
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{
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if (disablePlayerInputDuringEagleEye)
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{
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Core.GameManager.Instance.RequestPause(this); // Disable player input
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}
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yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomOutOrthoSize, transitionDuration));
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yield return new WaitForSeconds(eagleEyeDuration);
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float zoomInTarget = disablePlayerInputDuringEagleEye ? currentOrthoSize : normalOrthoSize;
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yield return StartCoroutine(SmoothOrthoSize(virtualCamera, zoomInTarget, transitionDuration));
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if (disablePlayerInputDuringEagleEye)
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{
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Core.GameManager.Instance.ReleasePause(this); // Re-enable player input
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}
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if (eagleEyeButton != null)
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{
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eagleEyeButton.interactable = true;
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}
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}
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private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
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{
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float startSize = cam.Lens.OrthographicSize;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
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if (confiner2D != null)
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get
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{
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confiner2D.InvalidateBoundingShapeCache();
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if (_virtualCamera == null)
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{
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if (_cinecameraObject == null)
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_cinecameraObject = GameObject.FindWithTag("MainCinemachineCamera");
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if (_cinecameraObject != null)
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{
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_virtualCamera = _cinecameraObject.GetComponent<CinemachineCamera>();
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if (_virtualCamera == null)
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Debug.LogWarning("EagleEyeBehaviour: Found object with tag 'MainCinemachineCamera' " +
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"but couldn't find a CinemachineCamera component.");
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}
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else
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{
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Debug.LogWarning("EagleEyeBehaviour: No GameObject found with tag 'MainCinemachineCamera'.");
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}
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}
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return _virtualCamera;
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}
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yield return null;
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set => _virtualCamera = value;
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}
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cam.Lens.OrthographicSize = targetSize;
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if (confiner2D != null)
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private CinemachineConfiner2D Confiner2D
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{
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confiner2D.InvalidateBoundingShapeCache();
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get
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{
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if (_confiner2D == null)
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{
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// If a virtual camera exists, try to pull the confiner from it
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if (VirtualCamera != null)
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{
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_confiner2D = VirtualCamera.GetComponent<CinemachineConfiner2D>();
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}
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if (_confiner2D == null)
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{
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Debug.LogWarning("EagleEyeBehaviour: CinemachineConfiner2D not found on the MainCinemachineCamera object.");
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}
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}
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return _confiner2D;
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}
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set => _confiner2D = value;
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}
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[SerializeField] private float zoomOutOrthoSize = 30f;
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[SerializeField] private float normalOrthoSize = 15f;
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[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
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[SerializeField] private float eagleEyeDuration = 3f; // Duration to stay zoomed out
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[SerializeField] private UnityEngine.UI.Button eagleEyeButton; // Reference to the UI button
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private Coroutine _zoomCoroutine;
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private Coroutine _smoothOrthoCoroutine;
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private float _currentOrthoSize;
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public void ResetEagleEye()
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{
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if (_zoomCoroutine != null)
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StopCoroutine(_zoomCoroutine);
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if (_smoothOrthoCoroutine != null)
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StopCoroutine(_smoothOrthoCoroutine);
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if (eagleEyeButton != null)
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eagleEyeButton.interactable = true;
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}
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public void ActivateEagleEye()
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{
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if (eagleEyeButton != null)
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{
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eagleEyeButton.interactable = false;
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}
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if (_zoomCoroutine != null) StopCoroutine(_zoomCoroutine);
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_zoomCoroutine = StartCoroutine(EagleEyeSequence());
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}
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private IEnumerator EagleEyeSequence()
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{
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_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomOutOrthoSize, transitionDuration));
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yield return _smoothOrthoCoroutine;
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yield return new WaitForSeconds(eagleEyeDuration);
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float zoomInTarget = normalOrthoSize;
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_smoothOrthoCoroutine = StartCoroutine(SmoothOrthoSize(VirtualCamera, zoomInTarget, transitionDuration));;
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yield return _smoothOrthoCoroutine;
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if (eagleEyeButton != null)
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{
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eagleEyeButton.interactable = true;
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}
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}
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private IEnumerator SmoothOrthoSize(CinemachineCamera cam, float targetSize, float duration)
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{
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float startSize = cam.Lens.OrthographicSize;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.deltaTime;
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cam.Lens.OrthographicSize = Mathf.Lerp(startSize, targetSize, elapsed / duration);
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if (Confiner2D != null)
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{
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Confiner2D.InvalidateBoundingShapeCache();
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}
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yield return null;
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}
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cam.Lens.OrthographicSize = targetSize;
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if (Confiner2D != null)
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{
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Confiner2D.InvalidateBoundingShapeCache();
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}
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}
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}
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}
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@@ -8,6 +8,7 @@ using UnityEngine.UI;
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using System.Linq;
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using System.Collections.Generic;
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using System;
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using DamianExperiments;
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namespace UI
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{
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@@ -308,6 +309,9 @@ namespace UI
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/// </summary>
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private void ApplyUIModeOverrides(bool visible)
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{
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// First, reset state to neutral
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ResetStateBeforeLevelLoad();
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switch (currentUIMode)
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{
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case UIMode.Overworld:
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@@ -336,6 +340,11 @@ namespace UI
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}
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}
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protected void ResetStateBeforeLevelLoad()
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{
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eagleEye.GetComponent<EagleEyeBehaviour>()?.ResetEagleEye();
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}
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/// <summary>
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/// Automatically manages HUD visibility based on page stack state
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/// </summary>
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@@ -15,6 +15,7 @@ MonoBehaviour:
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showDebugUiMessages: 1
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pauseTimeOnPauseGame: 0
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useSaveLoadSystem: 1
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autoClearSaves: 0
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bootstrapLogVerbosity: 0
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settingsLogVerbosity: 0
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gameManagerLogVerbosity: 0
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Reference in New Issue
Block a user