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14 Commits

Author SHA1 Message Date
Michal Pikulski
ba2c1f5310 add back booster pack giver 2025-11-07 16:38:10 +01:00
Michal Pikulski
89cb131b94 Cleanup madman notes 2025-11-07 15:28:24 +01:00
Michal Pikulski
73f9d0397f Save loading working 2025-11-07 15:20:14 +01:00
Michal Pikulski
8c940f4444 WOrking card save loads 2025-11-07 15:06:22 +01:00
Michal Pikulski
ba55daa3a7 REbase changes, update issues with BootCompletionService 2025-11-07 13:54:41 +01:00
Michal Pikulski
cd12c344a9 The forgotten push 2025-11-07 13:54:41 +01:00
Michal Pikulski
0204c11560 Minor reset fixes 2025-11-07 13:54:41 +01:00
Michal Pikulski
717deee0cd Fix issues with puzzle loading order and add saving state when using Menu 2025-11-07 13:54:40 +01:00
Michal Pikulski
c527ba334d Last improvements on the save front 2025-11-07 13:54:40 +01:00
Michal Pikulski
210823344a Further updates to state machines 2025-11-07 13:54:38 +01:00
Michal Pikulski
15fe4bdce6 Work on state machines 2025-11-07 13:54:19 +01:00
Michal Pikulski
b932be2232 SaveLoad using managed lifecycle 2025-11-07 13:53:52 +01:00
Michal Pikulski
3e835ed3b8 Cleanup branch work 2025-11-07 13:53:16 +01:00
Michal Pikulski
f88bd0e2c9 Rework of base interactables and managed behaviors 2025-11-07 13:53:11 +01:00
94 changed files with 3937 additions and 14902 deletions

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insertIndex: 0
addedObject: {fileID: 48057962}
- targetCorrespondingSourceObject: {fileID: 1831065641766120066, guid: a4dd78ff48942854ebb4c65025a8dc36, type: 3}
insertIndex: 0
addedObject: {fileID: 1579704003}
m_RemovedGameObjects: []
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--- !u!1660057539 &9223372036854775807

View File

@@ -56,13 +56,7 @@ namespace Bootstrap
// Subscribe to boot progress for real-time updates during bootstrap
CustomBoot.OnBootProgressChanged += OnBootProgressChanged;
#if UNITY_EDITOR
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity;
#elif DEVELOPMENT_BUILD
_logVerbosity = LogVerbosity.Debug;
#elif RELEASE_BUILD
_logVerbosity = LogVerbosity.Warning;
#endif
_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().bootstrapLogVerbosity;
// In debug mode, log additional information
if (debugMode)
@@ -108,12 +102,10 @@ namespace Bootstrap
if (CinematicsManager.Instance != null)
{
LogDebugMessage("Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence", false);
CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0f, 0f, 0f, 1f));
//PlayerHudManager.Instance.ResizeCinematicPlayer();
CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence");
// Immediately unload the StartingScene - no need to wait for cinematic to finish
// since CinematicsManager is bootstrapped and won't be unloaded
UnloadStartingScene();

View File

@@ -81,30 +81,28 @@ namespace Cinematics
// Initialize PlayableDirector if not set
if (playableDirector == null)
{
playableDirector = PlayerHudManager.Instance.playableDirector;
playableDirector = GetComponent<PlayableDirector>();
// If still null, try to add the component
if (playableDirector == null)
{
Debug.Log("[CinematicsManager] Could not find Playable Director on the PlayerHudManager");
playableDirector = gameObject.AddComponent<PlayableDirector>();
Debug.Log("[CinematicsManager] Added missing PlayableDirector component");
}
}
// Initialize _cinematicSprites if not set
if (_cinematicSprites == null)
{
// First try to find in children in the PlayerHud
_cinematicSprites = PlayerHudManager.Instance.cinematicSprites;
// First try to find in children
_cinematicSprites = GetComponentInChildren<Image>(true);
// If still null, return error
// If still null, create a new UI Image for cinematics
if (_cinematicSprites == null)
{
Debug.LogWarning("[CinematicsManager] No Image found for cinematics display. Cinematics may not display correctly.");
}
}
cinematicSpritesGameObject = PlayerHudManager.Instance.currentCinematicPlayer;
cinematicBackground = PlayerHudManager.Instance.CinematicBackground;
}
/// <summary>
@@ -120,7 +118,6 @@ namespace Cinematics
_cinematicSprites.enabled = true;
cinematicSpritesGameObject.SetActive(true);
}
cinematicBackground.SetActive(true);
playableDirector.stopped += OnPlayableDirectorStopped;
playableDirector.Play(assetToPlay);
@@ -145,10 +142,8 @@ namespace Cinematics
/// <summary>
/// Loads a playable from an asset path and plays it as a cinematic
/// </summary>
public PlayableDirector LoadAndPlayCinematic(string key, bool playPortraitMode)
public PlayableDirector LoadAndPlayCinematic(string key)
{
InitializeComponents();
// Load the asset via addressables
var handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
var result = handle.WaitForCompletion();
@@ -158,7 +153,6 @@ namespace Cinematics
Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}");
PlayerHudManager.Instance.SetPortraitMode(playPortraitMode);
return PlayCinematic(result);
}
@@ -204,14 +198,11 @@ namespace Cinematics
public void ShowCinematicBackground(bool shouldBeActive)
{
cinematicBackground.SetActive(shouldBeActive);
cinematicBackground.SetActive(shouldBeActive);
}
public void ShowGameOverScreen()
{
// Diagnostic: log time and call stack to track when/why game over is triggered
Logging.Debug($"[CinematicsManager] ShowGameOverScreen called at time={Time.time:F2}");
{
if (divingGameOverScreen != null && UIPageController.Instance != null)
{
UIPageController.Instance.PushPage(divingGameOverScreen);
@@ -227,12 +218,5 @@ namespace Cinematics
Logging.Warning("[CinematicsManager] DivingGameOverScreen reference is not set!");
}
}
public void ChangeCinematicBackgroundColour(Color clr)
{
PlayerHudManager.Instance.cinematicBackgroundSprites.color = clr;
}
}
}

View File

@@ -97,9 +97,8 @@ namespace AppleHills.Data.CardSystem
{
AppleHills,
Quarry,
CementFactory,
CentralStreet,
Valentine,
Dump
Forest,
Mountain,
Beach
}
}

View File

@@ -1,9 +1,10 @@
using System;
using System;
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Core;
using Core.Lifecycle;
using Core.SaveLoad;
using UnityEngine;
namespace Data.CardSystem
@@ -702,22 +703,6 @@ namespace Data.CardSystem
}
}
/// <summary>
/// Clears all card collection data - inventory, pending cards, boosters, and placement tracking
/// Used for dev reset functionality
/// </summary>
public void ClearAllCollectionData()
{
playerInventory.ClearAllCards();
playerInventory.BoosterPackCount = 0;
_pendingRevealCards.Clear();
_placedInAlbumCardIds.Clear();
OnBoosterCountChanged?.Invoke(0);
Logging.Debug("[CardSystemManager] Cleared all collection data (inventory, boosters, pending, placement tracking)");
}
#region Save/Load Lifecycle Hooks
protected override string OnGlobalSaveRequested()

View File

@@ -13,7 +13,6 @@ using UI.Core;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.Playables;
using Svg;
namespace Minigames.DivingForPictures
{
@@ -628,9 +627,8 @@ namespace Minigames.DivingForPictures
{
//Instead of surfacingTimeline, play the outro cinematic
deathAudioPlayer.Stop();
CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic",true);
CinematicsManager.Instance.ChangeCinematicBackgroundColour(new Color(0.5058824f, 0.7803922f, 0.8862746f, 1f));
//PlayerHudManager.Instance.ResizeCinematicPlayer();
CinematicsManager.Instance.LoadAndPlayCinematic("SurfacingCinematic");
CinematicsManager.Instance.ShowCinematicBackground(true);
//surfacingTimeline.Play();
//Logging.Debug("[DivingGameManager] Last tile left the screen, playing timeline");
@@ -668,20 +666,16 @@ namespace Minigames.DivingForPictures
if (giver != null)
{
UIPageController.Instance.ShowAllUI();
Logging.Debug("[DivingGameManager] Starting booster giver sequence");
giver.GiveBooster(() =>
{
completed = true;
Logging.Debug("[DivingGameManager] Booster giver completed callback received");
});
giver.GiveBooster(() => { completed = true; });
// 2) Wait for it to finish (NO timeout - wait indefinitely for user interaction)
while (!completed)
// 2) Wait for it to finish (with a safety timeout in case it's not wired)
float timeout = 10f; // fallback to avoid blocking forever
float elapsed = 0f;
while (!completed && elapsed < timeout)
{
elapsed += Time.unscaledDeltaTime;
yield return null;
}
Logging.Debug("[DivingGameManager] Booster giver sequence finished, proceeding to game over");
}
else
{

View File

@@ -25,6 +25,7 @@ public class AppleAudioSource : MonoBehaviour
_audioMixer = AudioManager.Instance.audioMixer;
InitializeAudioSource();
audioSource.playOnAwake = false;
}

View File

@@ -53,34 +53,18 @@ public class AudioManager : ManagedBehaviour, IPausable
protected override void OnManagedAwake()
{
// Initialize lists if they were not set in inspector
criticalVOSources = criticalVOSources ?? new List<AppleAudioSource>();
VOSources = VOSources ?? new List<AppleAudioSource>();
musicSources = musicSources ?? new List<AppleAudioSource>();
ambienceSources = ambienceSources ?? new List<AppleAudioSource>();
SFXSources = SFXSources ?? new List<AppleAudioSource>();
// Auto-registration with GameManager handled by ManagedBehaviour
}
// Perform singleton-dependent initialization here
if (QuickAccess.Instance != null)
{
_player = QuickAccess.Instance.PlayerGameObject;
if (QuickAccess.Instance.MainCamera != null)
{
_audioListener = QuickAccess.Instance.MainCamera.GetComponent<AudioListener>();
}
}
else
{
Debug.LogWarning("[AudioManager] QuickAccess.Instance is null during OnManagedAwake. Some audio references may remain unset.");
}
// Diagnostic
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_player = QuickAccess.Instance.PlayerGameObject;
_audioListener = QuickAccess.Instance.MainCamera.GetComponent<AudioListener>();
foreach (AppleAudioSource _audioSource in criticalVOSources)
{
Debug.Log("Found source: " + _audioSource.name);
}
Debug.Log("[AudioManager] OnManagedAwake completed");
}
public void SetAudioPauseBehavior(PauseBehavior newPauseBehavior)

View File

@@ -1,122 +1,82 @@
using System;
using UnityEngine;
using UnityEngine.UI;
using SkiaSharp.Unity;
using Input;
using AppleHills.Core;
using UI.Core;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UI;
using UnityEngine.Events;
public class AppSwitcher : UIPage
public class AppSwitcher : MonoBehaviour
{
public GameObject rainbowIn;
public GameObject rainbowOut;
public TextAsset iconIdle;
public TextAsset iconEstablish;
public TextAsset rainbowEstablish;
public TextAsset rainbowRemove;
public GameObject rainbow;
public GameObject icon;
public GameObject gameLayoutContainer;
public GameObject exitButton;
public RectMask2D rectMask;
[Header("Slide Animation Settings")]
public float slideDuration = 0.5f;
private SkottiePlayerV2 rainbowInPlayer;
private SkottiePlayerV2 rainbowOutPlayer;
private TweenBase slideInTween;
private TweenBase slideOutTween;
protected override void OnManagedAwake()
private SkottiePlayerV2 iconPlayer;
private SkottiePlayerV2 rainbowPlayer;
private Animator animator;
private void OnEnable()
{
base.OnManagedAwake();
PageName = "AppSwitcher";
rainbowInPlayer = rainbowIn.GetComponent<SkottiePlayerV2>();
rainbowOutPlayer = rainbowOut.GetComponent<SkottiePlayerV2>();
if (rectMask == null)
{
rectMask = GetComponent<RectMask2D>();
}
// Initially hide both
rainbowIn.SetActive(true);
exitButton.SetActive(false);
iconPlayer = icon.GetComponentInChildren<SkottiePlayerV2>();
rainbowPlayer = rainbow.GetComponentInChildren<SkottiePlayerV2>();
animator = GetComponent<Animator>();
}
protected override void DoTransitionIn(Action onComplete)
public void OpenAppSwitcher()
{
InputManager.Instance.SetInputMode(InputMode.UI);
//Activate players
rainbow.SetActive(true);
gameLayoutContainer.SetActive(true);
// Hide rainbow out, show rainbow in
rainbowOut.SetActive(false);
// Play animation on rainbow in without resetting state
rainbowInPlayer.PlayAnimation(true);
// Slide in animation - tween padding.left from 1700 to 0
slideInTween = TweenPaddingLeft(1700f, 0f, Tween.EaseOut, () =>
{
onComplete?.Invoke();
rainbowOut.SetActive(true);
exitButton.SetActive(true);
});
// Play establishing animations
rainbowPlayer.LoadAnimation(rainbowEstablish.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
gameLayoutContainer.SetActive(true);
animator.Play("GamesReveal");
// Show the exit button
exitButton.SetActive(true);
// Set input mode to UI
QuickAccess.Instance.PlayerController.InterruptMoveTo();
InputManager.Instance.SetInputMode(InputMode.UI);
rainbowPlayer.OnAnimationFinished += AnimFinished;
}
protected override void DoTransitionOut(Action onComplete)
public void CloseAppSwitcher()
{
rainbowIn.SetActive(false);
// Play animation on rainbow out with resetting state
rainbowOutPlayer.PlayAnimation(true);
rainbowPlayer.resetAfterFinished = true;
rainbowPlayer.LoadAnimation(rainbowRemove.text);
rainbowPlayer.PlayAnimation(false);
rainbowPlayer.loop = false;
animator.Play("GamesHide");
// Set input mode to game and ui
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
// Hide the exit button
exitButton.SetActive(false);
// Slide out animation - tween padding.left from 0 to 1700
slideOutTween = TweenPaddingLeft(0f, 1700f, Tween.EaseIn, () => {
gameLayoutContainer.SetActive(false);
rainbowIn.SetActive(true);
onComplete?.Invoke();
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
});
}
/// <summary>
/// Tweens the left padding of the rectMask from startValue to endValue.
/// </summary>
private TweenBase TweenPaddingLeft(float startValue, float endValue, AnimationCurve easeCurve, Action onComplete)
{
// Set starting position
Vector4 startPadding = rectMask.padding;
startPadding.x = startValue;
rectMask.padding = startPadding;
return Tween.Value(
startValue,
endValue,
(value) => {
Vector4 padding = rectMask.padding;
padding.x = value;
rectMask.padding = padding;
},
slideDuration,
0f, // no delay
easeCurve,
Tween.LoopType.None,
null, // onStart
onComplete
);
}
protected override void OnDestroy()
{
base.OnDestroy();
// Clean up tweens
slideInTween?.Stop();
slideOutTween?.Stop();
}
public void GamesHiddenAnimationEvent()
{
rainbow.SetActive(false);
gameLayoutContainer.SetActive(false);
}
private void AnimFinished(string str)
{
}
}

View File

@@ -1,13 +1,11 @@
using System.Collections.Generic;
using System.Linq;
using AppleHills.Data.CardSystem;
using Core;
using Data.CardSystem;
using Pixelplacement;
using UI.Core;
using UI.DragAndDrop.Core;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace UI.CardSystem

View File

@@ -37,9 +37,8 @@ namespace UI.CardSystem
[SerializeField] private float boosterDisappearDuration = 0.5f;
[SerializeField] private CinemachineImpulseSource impulseSource;
[SerializeField] private ParticleSystem openingParticleSystem;
[SerializeField] private GameObject albumIcon; // Target for card fly-away animation and dismiss button
[SerializeField] private Transform albumIcon; // Target for card fly-away animation
private Button _dismissButton; // Button to close/dismiss the booster opening page
private int _availableBoosterCount;
private BoosterPackDraggable _currentBoosterInCenter;
private List<BoosterPackDraggable> _activeBoostersInSlots = new List<BoosterPackDraggable>();
@@ -58,32 +57,12 @@ namespace UI.CardSystem
if (canvasGroup == null)
canvasGroup = gameObject.AddComponent<CanvasGroup>();
// Get dismiss button from albumIcon GameObject
if (albumIcon != null)
{
_dismissButton = albumIcon.GetComponent<Button>();
if (_dismissButton != null)
{
_dismissButton.onClick.AddListener(OnDismissButtonClicked);
}
else
{
Debug.LogWarning("[BoosterOpeningPage] albumIcon does not have a Button component!");
}
}
// UI pages should start disabled
gameObject.SetActive(false);
}
private void OnDestroy()
{
// Unsubscribe from dismiss button
if (_dismissButton != null)
{
_dismissButton.onClick.RemoveListener(OnDismissButtonClicked);
}
// Unsubscribe from slot events
if (centerOpeningSlot != null)
{
@@ -102,18 +81,6 @@ namespace UI.CardSystem
{
_availableBoosterCount = count;
}
/// <summary>
/// Called when the dismiss button (albumIcon) is clicked
/// </summary>
private void OnDismissButtonClicked()
{
if (UIPageController.Instance != null)
{
UIPageController.Instance.PopPage();
Debug.Log("[BoosterOpeningPage] Dismiss button clicked, popping page from stack");
}
}
public override void TransitionIn()
{
@@ -801,7 +768,7 @@ namespace UI.CardSystem
yield return new WaitForSeconds(0.5f);
// Animate cards to album icon (or center if no icon assigned) with staggered delays
Vector3 targetPosition = albumIcon != null ? albumIcon.transform.position : Vector3.zero;
Vector3 targetPosition = albumIcon != null ? albumIcon.position : Vector3.zero;
int cardIndex = 0;
foreach (GameObject cardObj in _currentRevealedCards)

View File

@@ -45,14 +45,12 @@ namespace UI.CardSystem
{
openAlbumButton.onClick.RemoveListener(OnOpenAlbumClicked);
}
Debug.Log("ALBUM: CardAlbumDestroyed");
}
private void OnOpenAlbumClicked()
{
if (UIPageController.Instance == null) return;
// Check if we're currently on the booster opening page
if (UIPageController.Instance.CurrentPage == boosterOpeningPage)
{
@@ -72,6 +70,7 @@ namespace UI.CardSystem
UIPageController.Instance.PushPage(albumViewPage);
}
}
// If we're already on the album main page, do nothing
}
private void OnPageChanged(UIPage currentPage)

View File

@@ -2,7 +2,6 @@
using System.Collections.Generic;
using Core;
using Core.Lifecycle;
using UnityEngine;
using UnityEngine.InputSystem;
namespace UI.Core
@@ -10,19 +9,12 @@ namespace UI.Core
/// <summary>
/// Manages UI page transitions and maintains a stack of active pages.
/// Pages are pushed onto a stack for navigation and popped when going back.
/// Supports both scene-based pages and prefab-based instantiation.
/// </summary>
public class UIPageController : ManagedBehaviour
{
private static UIPageController _instance;
public static UIPageController Instance => _instance;
[Header("Canvas Management")]
[SerializeField] private Transform mainCanvas;
// Cache instantiated pages to avoid re-creating them
private Dictionary<GameObject, UIPage> _prefabInstanceCache = new Dictionary<GameObject, UIPage>();
private Stack<UIPage> _pageStack = new Stack<UIPage>();
public UIPage CurrentPage => _pageStack.Count > 0 ? _pageStack.Peek() : null;
public IEnumerable<UIPage> PageStack => _pageStack;
@@ -56,17 +48,7 @@ namespace UI.Core
{
base.OnDestroy();
// Clean up cached instances
foreach (var cachedPage in _prefabInstanceCache.Values)
{
if (cachedPage != null)
{
Destroy(cachedPage.gameObject);
}
}
_prefabInstanceCache.Clear();
// Clean up event subscription
// Clean up event subscription when the controller is destroyed
if (_cancelAction != null)
{
_cancelAction.performed -= OnCancelActionPerformed;
@@ -103,86 +85,6 @@ namespace UI.Core
Logging.Debug($"[UIPageController] Pushed page: {page.PageName}");
}
/// <summary>
/// Pushes a page from a prefab. Instantiates on first use, reuses on subsequent calls.
/// </summary>
/// <param name="pagePrefab">The prefab containing a UIPage component</param>
public void PushPageFromPrefab(GameObject pagePrefab)
{
if (pagePrefab == null)
{
Debug.LogError("[UIPageController] Cannot push null prefab");
return;
}
UIPage pageInstance = GetOrInstantiatePage(pagePrefab);
if (pageInstance != null)
{
PushPage(pageInstance); // Use existing push logic
}
}
/// <summary>
/// Gets cached page instance or instantiates a new one from prefab.
/// Searches for UIPage component on root GameObject first, then in first-order children.
/// </summary>
private UIPage GetOrInstantiatePage(GameObject pagePrefab)
{
// Check cache first
if (_prefabInstanceCache.TryGetValue(pagePrefab, out UIPage cachedPage))
{
if (cachedPage != null) // Null check in case it was destroyed
{
return cachedPage;
}
else
{
_prefabInstanceCache.Remove(pagePrefab);
}
}
// Validate mainCanvas
if (mainCanvas == null)
{
Debug.LogError("[UIPageController] mainCanvas is not assigned! Cannot instantiate page prefab.");
return null;
}
// Instantiate new page
GameObject pageObject = Instantiate(pagePrefab, mainCanvas);
// Try to find UIPage component on root first
UIPage pageComponent = pageObject.GetComponent<UIPage>();
// If not found on root, search first-order children (in hierarchy order)
if (pageComponent == null)
{
Transform pageTransform = pageObject.transform;
for (int i = 0; i < pageTransform.childCount; i++)
{
pageComponent = pageTransform.GetChild(i).GetComponent<UIPage>();
if (pageComponent != null)
{
Logging.Debug($"[UIPageController] Found UIPage component on child: {pageComponent.gameObject.name}");
break;
}
}
}
if (pageComponent == null)
{
Debug.LogError($"[UIPageController] Prefab {pagePrefab.name} does not have a UIPage component on root or first-order children!");
Destroy(pageObject);
return null;
}
// Cache it
_prefabInstanceCache[pagePrefab] = pageComponent;
Logging.Debug($"[UIPageController] Instantiated and cached page: {pageComponent.PageName}");
return pageComponent;
}
/// <summary>
/// Pops the current page from the stack and shows the previous page.
/// </summary>
@@ -190,72 +92,40 @@ namespace UI.Core
{
if (_pageStack.Count <= 0) return;
// Pop current page from stack
// Hide and pop current page
UIPage currentPage = _pageStack.Pop();
// Subscribe to transition out completion event
Action onTransitionComplete = null;
onTransitionComplete = () =>
{
// Unsubscribe to prevent memory leaks
currentPage.OnTransitionOutCompleted -= onTransitionComplete;
// Fire OnPageChanged AFTER transition completes
if (_pageStack.Count > 0)
{
UIPage previousPage = _pageStack.Peek();
previousPage.TransitionIn();
OnPageChanged?.Invoke(previousPage);
Logging.Debug($"[UIPageController] Popped to previous page: {previousPage.PageName}");
}
else
{
OnPageChanged?.Invoke(null);
Logging.Debug("[UIPageController] Popped last page, no pages left in stack");
}
};
currentPage.OnTransitionOutCompleted += onTransitionComplete;
// Start the transition out animation
currentPage.TransitionOut();
}
/// <summary>
/// Clears all pages from the stack and optionally destroys cached instances.
/// </summary>
/// <param name="destroyCachedInstances">If true, destroys all cached prefab instances</param>
public void ClearStack(bool destroyCachedInstances = false)
{
// Show previous page if there is one
if (_pageStack.Count > 0)
{
// Hide current page
UIPage currentPage = _pageStack.Peek();
currentPage.TransitionOut();
}
// Clear stack
_pageStack.Clear();
// Optionally destroy cached instances
if (destroyCachedInstances)
{
foreach (var cachedPage in _prefabInstanceCache.Values)
{
if (cachedPage != null)
{
Destroy(cachedPage.gameObject);
}
}
_prefabInstanceCache.Clear();
Logging.Debug("[UIPageController] Cleared page stack and destroyed cached instances");
UIPage previousPage = _pageStack.Peek();
previousPage.TransitionIn();
OnPageChanged?.Invoke(previousPage);
Logging.Debug($"[UIPageController] Popped to previous page: {previousPage.PageName}");
}
else
{
Logging.Debug("[UIPageController] Cleared page stack (cached instances retained)");
OnPageChanged?.Invoke(null);
Logging.Debug("[UIPageController] Popped last page, no pages left in stack");
}
}
/// <summary>
/// Clears all pages from the stack.
/// </summary>
public void ClearStack()
{
if (_pageStack.Count <= 0) return;
// Hide current page
UIPage currentPage = _pageStack.Peek();
currentPage.TransitionOut();
// Clear stack
_pageStack.Clear();
OnPageChanged?.Invoke(null);
Logging.Debug("[UIPageController] Cleared page stack");
}
/// <summary>

View File

@@ -1,69 +0,0 @@
using UI.Core;
using UnityEngine;
using UnityEngine.UI;
namespace UI
{
/// <summary>
/// HUD button that opens a UI page from a prefab when clicked.
/// Implements ITouchInputConsumer as a dummy (no touch handling).
/// </summary>
[RequireComponent(typeof(Button))]
public class HudMenuButton : MonoBehaviour, ITouchInputConsumer
{
[Header("Page Configuration")]
[SerializeField] private GameObject pagePrefab;
[Tooltip("Optional: Custom name for debug logging")]
[SerializeField] private string buttonName = "HudButton";
private Button _button;
private void Awake()
{
_button = GetComponent<Button>();
if (_button != null)
{
_button.onClick.AddListener(OnButtonClicked);
}
else
{
Debug.LogError($"[HudMenuButton] {buttonName} missing Button component!");
}
}
private void OnDestroy()
{
if (_button != null)
{
_button.onClick.RemoveListener(OnButtonClicked);
}
}
private void OnButtonClicked()
{
if (pagePrefab == null)
{
Debug.LogError($"[HudMenuButton] {buttonName} has no page prefab assigned!");
return;
}
if (PlayerHudManager.Instance == null)
{
Debug.LogError($"[HudMenuButton] {buttonName} cannot find PlayerHudManager instance!");
return;
}
Debug.Log($"[HudMenuButton] {buttonName} opening page from prefab: {pagePrefab.name}");
UIPageController.Instance.PushPageFromPrefab(pagePrefab);
}
#region ITouchInputConsumer - Dummy Implementation
// Required by interface but not used
public void OnTap(Vector2 position) { }
public void OnHoldStart(Vector2 position) { }
public void OnHoldMove(Vector2 position) { }
public void OnHoldEnd(Vector2 position) { }
#endregion
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e29407f14afc4428a48d3d1b4245b210
timeCreated: 1762686499

View File

@@ -1,7 +1,6 @@
using System;
using Core;
using Core.SaveLoad;
using Data.CardSystem;
using UnityEngine;
using UnityEngine.SceneManagement;
using UI.Core;
@@ -22,11 +21,6 @@ namespace UI
[SerializeField] private GameObject pauseMenuPanel;
[SerializeField] private GameObject pauseButton;
[SerializeField] private CanvasGroup canvasGroup;
[Header("Dev Options")]
[SerializeField] private UnityEngine.UI.Button devOptionsButton;
[SerializeField] private GameObject mainOptionsContainer;
[SerializeField] private GameObject devOptionsContainer;
// After UIPageController (50)
public override int ManagedAwakePriority => 55;
@@ -379,91 +373,5 @@ namespace UI
// Just ensure the parent is active. Do not force pause or transitions here.
parent.SetActive(true);
}
#region Dev Options
/// <summary>
/// Shows dev options panel and hides main options
/// </summary>
public void ShowDevOptions()
{
if (mainOptionsContainer != null) mainOptionsContainer.SetActive(false);
if (devOptionsContainer != null) devOptionsContainer.SetActive(true);
Logging.Debug("[PauseMenu] Showing dev options");
}
/// <summary>
/// Hides dev options panel and shows main options
/// </summary>
public void HideDevOptions()
{
if (devOptionsContainer != null) devOptionsContainer.SetActive(false);
if (mainOptionsContainer != null) mainOptionsContainer.SetActive(true);
Logging.Debug("[PauseMenu] Hiding dev options");
}
/// <summary>
/// Dev option: Completely wipes all save data and reloads the current level
/// </summary>
public async void DevResetAndReload()
{
Logging.Debug("[PauseMenu] Dev Reset: Clearing all save data and reloading level");
// Clear the card collection
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.ClearAllCollectionData();
Logging.Debug("[PauseMenu] Cleared card collection");
}
// Clear all save data from memory
if (SaveLoadManager.Instance != null && SaveLoadManager.Instance.currentSaveData != null)
{
SaveLoadManager.Instance.currentSaveData.participantStates.Clear();
SaveLoadManager.Instance.currentSaveData.unlockedMinigames.Clear();
Logging.Debug("[PauseMenu] Cleared all save data from memory");
}
// Delete the save file
string saveFolder = System.IO.Path.Combine(Application.persistentDataPath, "GameSaves");
if (System.IO.Directory.Exists(saveFolder))
{
try
{
string[] files = System.IO.Directory.GetFiles(saveFolder);
foreach (string file in files)
{
System.IO.File.Delete(file);
Logging.Debug($"[PauseMenu] Deleted save file: {file}");
}
}
catch (Exception ex)
{
Logging.Warning($"[PauseMenu] Failed to delete some save files: {ex.Message}");
}
}
// Now reload the current scene - skipSave=true prevents re-saving the cleared data
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.ReloadCurrentScene(progress, autoHideLoadingScreen: true, skipSave: true);
}
/// <summary>
/// Dev option: Gives the player 3 booster packs
/// </summary>
public void DevGiveBoosters()
{
if (CardSystemManager.Instance != null)
{
CardSystemManager.Instance.AddBoosterPack(3);
Logging.Debug("[PauseMenu] Dev: Granted 3 booster packs");
}
else
{
Logging.Warning("[PauseMenu] Dev: CardSystemManager not available");
}
}
#endregion
}
}

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@@ -1,323 +0,0 @@
using Core;
using Core.Lifecycle;
using UI.Core;
using Cinematics;
using UnityEngine;
using UnityEngine.Playables;
using UnityEngine.UI;
using System.Linq;
using System.Collections.Generic;
namespace UI
{
/// <summary>
/// Manages player HUD elements and their visibility.
/// Works alongside UIPageController (must be on same GameObject).
/// Automatically hides HUD when pages open, shows when all pages close.
/// </summary>
public class PlayerHudManager : ManagedBehaviour
{
public enum UIMode { Overworld, Puzzle, Minigame, HideAll };
public UIMode currentUIMode;
[Header("HUD Management")]
[SerializeField] private Transform hudButtonsContainer; // Parent object containing all HUD buttons
[Header("Cinematic References")]
public GameObject landscapeObject;
public GameObject portraitObject;
public GameObject cinematicsParentObject;
public GameObject CinematicBackground;
[Header("HUD Elements")]
public GameObject eagleEye;
public GameObject ramaSjangButton;
[HideInInspector] public Image cinematicSprites;
[HideInInspector] public Image cinematicBackgroundSprites;
[HideInInspector] public GameObject currentCinematicPlayer;
[HideInInspector] public PlayableDirector playableDirector;
private static PlayerHudManager _instance;
public static PlayerHudManager Instance => _instance;
private UIPageController _uiPageController;
private AppSwitcher _appSwitcherComponent;
private new void Awake()
{
base.Awake();
if (Instance != null)
{
Destroy(this);
return;
}
_instance = this;
// Get UIPageController on same GameObject
_uiPageController = GetComponent<UIPageController>();
if (_uiPageController == null)
{
UnityEngine.Debug.LogError("[PlayerHudManager] UIPageController not found on same GameObject!");
}
InitializeReferences();
}
protected override void OnManagedAwake()
{
// Subscribe to UIPageController page changes for auto HUD management
if (_uiPageController != null)
{
_uiPageController.OnPageChanged += HandlePageStackChanged;
}
// Subscribe to CinematicsManager events for HUD management during cinematics
if (CinematicsManager.Instance != null)
{
CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
// Check if a cinematic is already playing
if (CinematicsManager.Instance.IsCinematicPlaying)
{
HideAllHud();
Logging.Debug("[PlayerHudManager] Cinematic already playing on init, hiding HUD");
}
}
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted += NewSceneLoaded;
}
if (SceneManagerService.Instance.CurrentGameplayScene == "AppleHillsOverworld")
{
NewSceneLoaded("AppleHillsOverworld");
}
if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
{
// TODO: Hide all UI until cinematics have played
NewSceneLoaded("AppleHillsOverworld");
}
}
protected override void OnDestroy()
{
base.OnDestroy();
// Unsubscribe from events
if (_uiPageController != null)
{
_uiPageController.OnPageChanged -= HandlePageStackChanged;
}
if (CinematicsManager.Instance != null)
{
CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
}
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted -= NewSceneLoaded;
}
}
private void InitializeReferences()
{
currentCinematicPlayer = landscapeObject;
playableDirector = cinematicsParentObject.GetComponent<PlayableDirector>();
cinematicSprites = currentCinematicPlayer.GetComponent<Image>();
cinematicBackgroundSprites = CinematicBackground.GetComponent<Image>();
}
private void UpateCinematicReferences(GameObject newCinematicPlayer)
{
currentCinematicPlayer = newCinematicPlayer;
cinematicSprites = currentCinematicPlayer.GetComponent<Image>();
}
public void SetPortraitMode(bool portraitModeEnable)
{
if (portraitModeEnable)
{
UpateCinematicReferences(portraitObject);
}
else
{
UpateCinematicReferences(landscapeObject);
}
}
public void NewSceneLoaded(string sceneName)
{
switch (sceneName)
{
case "AppleHillsOverworld":
currentUIMode = UIMode.Overworld;
break;
case "Quarry":
currentUIMode = UIMode.Puzzle;
break;
case "DivingForPictures":
currentUIMode = UIMode.Minigame;
break;
}
ShowAllHud();
}
/// <summary>
/// Hides all HUD button elements
/// </summary>
public void HideAllHud()
{
SetHudVisibility(false);
}
/// <summary>
/// Shows all HUD button elements
/// </summary>
public void ShowAllHud()
{
SetHudVisibility(true);
}
/// <summary>
/// Hides all HUD elements except the specified exceptions
/// </summary>
/// <param name="exceptions">GameObjects to keep visible</param>
public void HideAllHudExcept(params GameObject[] exceptions)
{
if (hudButtonsContainer == null)
{
Logging.Warning("[PlayerHudManager] HUD buttons container not assigned");
return;
}
HashSet<GameObject> exceptionSet = new HashSet<GameObject>(exceptions);
foreach (Transform child in hudButtonsContainer)
{
bool shouldShow = exceptionSet.Contains(child.gameObject);
child.gameObject.SetActive(shouldShow);
}
Logging.Debug($"[PlayerHudManager] Hidden HUD except {exceptions.Length} exceptions");
}
/// <summary>
/// Common method to set visibility of all HUD elements
/// </summary>
private void SetHudVisibility(bool visible)
{
if (hudButtonsContainer == null)
{
Logging.Warning("[PlayerHudManager] HUD buttons container not assigned");
return;
}
// Set visibility for all HUD children
foreach (Transform child in hudButtonsContainer)
{
child.gameObject.SetActive(visible);
}
ApplyUIModeOverrides(visible);
Logging.Debug($"[PlayerHudManager] {(visible ? "Shown" : "Hidden")} all HUD elements");
}
/// <summary>
/// Applies UI mode-specific visibility rules (e.g., hiding eagleEye in certain modes)
/// </summary>
private void ApplyUIModeOverrides(bool visible)
{
switch (currentUIMode)
{
case UIMode.Overworld:
if (visible)
{
eagleEye.SetActive(false);
}
break;
case UIMode.Puzzle:
if (visible)
{
ramaSjangButton.SetActive(false);
}
break;
case UIMode.Minigame:
if (visible)
{
eagleEye.SetActive(false);
}
break;
case UIMode.HideAll:
break;
}
}
/// <summary>
/// Automatically manages HUD visibility based on page stack state
/// </summary>
private void HandlePageStackChanged(UIPage currentPage)
{
if (_uiPageController == null) return;
// Use LINQ Count() on IEnumerable<UIPage> PageStack property
int stackCount = _uiPageController.PageStack.Count();
if (stackCount == 1 && currentPage != null)
{
// First page just opened - hide HUD
HideAllHud();
Logging.Debug("[PlayerHudManager] Page opened, hiding HUD");
}
else if (stackCount == 0)
{
// Last page closed - show HUD
ShowAllHud();
Logging.Debug("[PlayerHudManager] All pages closed, showing HUD");
}
// If stackCount > 1, we're navigating between pages, keep HUD hidden
}
/// <summary>
/// Called when a cinematic starts playing
/// </summary>
private void HandleCinematicStarted()
{
HideAllHud();
Logging.Debug("[PlayerHudManager] Cinematic started, hiding HUD");
}
/// <summary>
/// Called when a cinematic stops playing
/// </summary>
private void HandleCinematicStopped()
{
ShowAllHud();
Logging.Debug("[PlayerHudManager] Cinematic stopped, showing HUD");
}
/// <summary>
/// Convenience method to push a page from prefab using the UIPageController
/// </summary>
public void PushPageFromPrefab(GameObject pagePrefab)
{
if (_uiPageController != null)
{
_uiPageController.PushPageFromPrefab(pagePrefab);
}
else
{
UnityEngine.Debug.LogError("[PlayerHudManager] Cannot push page - UIPageController not found!");
}
}
}
}

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@@ -1,2 +0,0 @@
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