- Revamp pausing and centralize management in GameManager
- Switch Pause implementation to be counter-based to solve corner case of multiple pause requests
- Remove duplicated Pause logic from other components
- Add pausing when browsing the card album
- Fully deliver the exclusive UI implementation
- Spruce up the MiniGame tutorial with correct pausing, hiding other UI
- Correctly unpause after showing tutorial
- Fix minigame ending sequence. The cinematic correctly plays only once now
- Replaying the minigame works
Co-authored-by: Michal Adam Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #39
- In-level authoring utility to designate level bounds
- Camera Adapter component to be placed on a level's camera to perform the adjustments
- EdgeAnchor tool, which allows anchoring of game objects to the screen bounds
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #26
- Add input mode switching to the Input Manager
- Automatically set input mode on scene load - UI for MainMenu and GameAndUI for other scenes
- Add PauseMenu prefab, auto-loaded via the boostrap system
- Automatically control PauseMenu visibility based on current scene
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Reviewed-on: #8
- A Settings Provider system to utilize addressables for loading settings at runtime
- An editor UI for easy modifications of the settings objects
- A split out developer settings functionality to keep gameplay and nitty-gritty details separately
- Most settings migrated out of game objects and into the new system
- An additional Editor utility for fetching the settings at editor runtime, for gizmos, visualization etc
Co-authored-by: Michal Pikulski <michal.a.pikulski@gmail.com>
Co-authored-by: AlexanderT <alexander@foolhardyhorizons.com>
Reviewed-on: #7