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6 Commits

Author SHA1 Message Date
Michal Pikulski
197b7895e1 Fix issue with the ball tree 2025-10-15 18:50:21 +02:00
DamianCorazza
6c45c28364 Added the steps, for the other Puzzles, the first step of the balltree is not showing. 2025-10-15 17:25:30 +02:00
Michal Pikulski
133f1094fb Add an editor utility and fix issue with slot items 2025-10-15 16:53:18 +02:00
Michal Pikulski
17feef7945 Update display issues with the puzzle steps 2025-10-15 16:33:19 +02:00
Michal Pikulski
9de50c42bc REmove deprecated editor 2025-10-15 16:01:02 +02:00
Michal Pikulski
1d773823c4 Change the puzzle system to an offline-processed data structure to get around activation issues 2025-10-15 15:51:37 +02:00
71 changed files with 3998 additions and 22608 deletions

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@@ -1,150 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace Bootstrap
{
/// <summary>
/// Service that provides notification and management of boot completion status.
/// Allows systems to subscribe to boot completion events, register initialization actions with priorities,
/// or await boot completion asynchronously.
/// </summary>
public static class BootCompletionService
{
/// <summary>
/// Indicates if the boot process has completed
/// </summary>
public static bool IsBootComplete { get; private set; } = false;
/// <summary>
/// Event triggered when boot completes
/// </summary>
public static event Action OnBootComplete;
/// <summary>
/// Represents an initialization action with priority
/// </summary>
private class InitializationAction
{
public Action Action { get; }
public int Priority { get; }
public string Name { get; }
public InitializationAction(Action action, int priority, string name)
{
Action = action;
Priority = priority;
Name = name;
}
}
// List of initialization actions to be executed once boot completes
private static List<InitializationAction> _initializationActions = new List<InitializationAction>();
// TaskCompletionSource for async await pattern
private static TaskCompletionSource<bool> _bootCompletionTask = new TaskCompletionSource<bool>();
/// <summary>
/// Called by CustomBoot when the boot process is complete
/// </summary>
internal static void HandleBootCompleted()
{
if (IsBootComplete)
return;
IsBootComplete = true;
Debug.Log("[BootCompletionService] Boot process completed, executing initialization actions");
// Execute initialization actions in priority order (lower number = higher priority)
ExecuteInitializationActions();
// Trigger the event
OnBootComplete?.Invoke();
// Complete the task for async waiters
_bootCompletionTask.TrySetResult(true);
Debug.Log("[BootCompletionService] All boot completion handlers executed");
}
/// <summary>
/// Register an action to be executed when boot completes.
/// Lower priority numbers run first.
/// </summary>
/// <param name="action">The action to execute</param>
/// <param name="priority">Priority (lower numbers run first)</param>
/// <param name="name">Name for debugging</param>
public static void RegisterInitAction(Action action, int priority = 100, string name = null)
{
if (action == null)
return;
if (string.IsNullOrEmpty(name))
name = $"Action_{_initializationActions.Count}";
var initAction = new InitializationAction(action, priority, name);
if (IsBootComplete)
{
// If boot is already complete, execute immediately
Debug.Log($"[BootCompletionService] Executing late registration: {name} (Priority: {priority})");
try
{
action();
}
catch (Exception ex)
{
Debug.LogError($"[BootCompletionService] Error executing init action '{name}': {ex}");
}
}
else
{
// Otherwise add to the queue
_initializationActions.Add(initAction);
Debug.Log($"[BootCompletionService] Registered init action: {name} (Priority: {priority})");
}
}
/// <summary>
/// Wait asynchronously for boot completion
/// </summary>
/// <returns>Task that completes when boot is complete</returns>
public static Task WaitForBootCompletionAsync()
{
if (IsBootComplete)
return Task.CompletedTask;
return _bootCompletionTask.Task;
}
/// <summary>
/// Execute all registered initialization actions in priority order
/// </summary>
private static void ExecuteInitializationActions()
{
// Sort by priority (lowest first)
var sortedActions = _initializationActions
.OrderBy(a => a.Priority)
.ToList();
foreach (var action in sortedActions)
{
try
{
Debug.Log($"[BootCompletionService] Executing: {action.Name} (Priority: {action.Priority})");
action.Action();
}
catch (Exception ex)
{
Debug.LogError($"[BootCompletionService] Error executing init action '{action.Name}': {ex}");
}
}
// Clear the list after execution
_initializationActions.Clear();
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: aa0228cf33a64515bc166b7a9bc8c0b9
timeCreated: 1760606319

View File

@@ -1,269 +0,0 @@
using System;
using UnityEngine;
using UI;
using Core;
using UnityEngine.SceneManagement;
using Cinematics;
namespace Bootstrap
{
/// <summary>
/// Controller for the boot scene that coordinates bootstrap initialization with loading screen
/// </summary>
public class BootSceneController : MonoBehaviour
{
[SerializeField] private string mainMenuSceneName = "MainMenu";
[SerializeField] private float minDelayAfterBoot = 0.5f; // Small delay after boot to ensure smooth transition
[SerializeField] private bool debugMode = false;
[SerializeField] private InitialLoadingScreen initialLoadingScreen; // Reference to our specialized loading screen
// Progress distribution between bootstrap and scene loading
[SerializeField, Range(0.1f, 0.9f)] private float bootProgressWeight = 0.5f; // Default 50/50 split
private enum LoadingPhase { Bootstrap, SceneLoading }
private LoadingPhase _currentPhase = LoadingPhase.Bootstrap;
private bool _bootComplete = false;
private bool _hasStartedLoading = false;
private float _sceneLoadingProgress = 0f;
private void Start()
{
Debug.Log("[BootSceneController] Boot scene started");
// Ensure the initial loading screen exists
if (initialLoadingScreen == null)
{
Debug.LogError("[BootSceneController] No InitialLoadingScreen assigned! Please assign it in the inspector.");
return;
}
// Subscribe to the loading screen completion event
initialLoadingScreen.OnLoadingScreenFullyHidden += OnInitialLoadingComplete;
// Show the loading screen immediately with our combined progress provider
initialLoadingScreen.ShowLoadingScreen(GetCombinedProgress);
// Subscribe to boot progress events
CustomBoot.OnBootProgressChanged += OnBootProgressChanged;
// Register our boot completion handler with the BootCompletionService
// This will execute either immediately if boot is already complete,
// or when the boot process completes
BootCompletionService.RegisterInitAction(
OnBootCompleted,
50, // Higher priority (lower number)
"BootSceneController.OnBootCompleted"
);
// In debug mode, log additional information
if (debugMode)
{
InvokeRepeating(nameof(LogDebugInfo), 0.1f, 0.5f);
}
}
/// <summary>
/// Called when the initial loading screen is fully hidden
/// </summary>
private void OnInitialLoadingComplete()
{
Debug.Log("[BootSceneController] Initial loading screen fully hidden, boot sequence completed");
// Play the intro cinematic if available
if (CinematicsManager.Instance != null)
{
Debug.Log("[BootSceneController] Attempting to play intro cinematic");
// Use LoadAndPlayCinematic to play the intro sequence
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();
}
else
{
// If no cinematics manager, unload the StartingScene directly
UnloadStartingScene();
}
}
private void OnDestroy()
{
// Clean up event subscriptions
CustomBoot.OnBootCompleted -= OnBootCompleted;
CustomBoot.OnBootProgressChanged -= OnBootProgressChanged;
if (initialLoadingScreen != null)
{
initialLoadingScreen.OnLoadingScreenFullyHidden -= OnInitialLoadingComplete;
}
if (debugMode)
{
CancelInvoke(nameof(LogDebugInfo));
}
}
/// <summary>
/// Progress provider that combines bootstrap and scene loading progress
/// </summary>
private float GetCombinedProgress()
{
switch (_currentPhase)
{
case LoadingPhase.Bootstrap:
// Scale bootstrap progress from 0 to bootProgressWeight
return CustomBoot.CurrentProgress * bootProgressWeight;
case LoadingPhase.SceneLoading:
// Scale scene loading progress from bootProgressWeight to 1.0
return bootProgressWeight + (_sceneLoadingProgress * (1f - bootProgressWeight));
default:
return 0f;
}
}
private void OnBootProgressChanged(float progress)
{
if (debugMode)
{
Debug.Log($"[BootSceneController] Bootstrap progress: {progress:P0}, Combined: {GetCombinedProgress():P0}");
}
}
private void LogDebugInfo()
{
Debug.Log($"[BootSceneController] Debug - Phase: {_currentPhase}, Bootstrap: {CustomBoot.CurrentProgress:P0}, " +
$"Scene: {_sceneLoadingProgress:P0}, Combined: {GetCombinedProgress():P0}, Boot Complete: {_bootComplete}");
}
private void OnBootCompleted()
{
// Unsubscribe to prevent duplicate calls
CustomBoot.OnBootCompleted -= OnBootCompleted;
Debug.Log("[BootSceneController] Boot process completed");
_bootComplete = true;
// After a small delay, start loading the main menu
// This prevents jerky transitions if boot happens very quickly
Invoke(nameof(StartLoadingMainMenu), minDelayAfterBoot);
}
private void StartLoadingMainMenu()
{
if (_hasStartedLoading)
return;
_hasStartedLoading = true;
_currentPhase = LoadingPhase.SceneLoading;
LoadMainMenu();
}
private async void LoadMainMenu()
{
Debug.Log($"[BootSceneController] Loading main menu scene: {mainMenuSceneName}");
try
{
// Initialize scene loading progress to 0 to ensure proper remapping
_sceneLoadingProgress = 0f;
// Create a custom progress reporter using a custom class
var progressHandler = new ProgressHandler(value => {
// Store the raw scene loading progress (0-1)
_sceneLoadingProgress = value;
if (debugMode)
{
Debug.Log($"[BootSceneController] Scene loading raw: {value:P0}, Combined: {GetCombinedProgress():P0}");
}
});
// Step 1: Additively load the main menu scene - don't unload StartingScene yet
var op = SceneManager.LoadSceneAsync(mainMenuSceneName, LoadSceneMode.Additive);
// Disable scene activation until we're ready to show it
op.allowSceneActivation = true;
// Track progress while loading
while (!op.isDone)
{
progressHandler.ReportProgress(op.progress);
await System.Threading.Tasks.Task.Yield();
}
// Update the current gameplay scene in SceneManagerService
SceneManagerService.Instance.CurrentGameplayScene = mainMenuSceneName;
// Ensure progress is complete
_sceneLoadingProgress = 1f;
// Step 2: Scene is fully loaded, now hide the loading screen
// This will trigger OnInitialLoadingComplete via the event when animation completes
initialLoadingScreen.HideLoadingScreen();
// Step 3: The OnInitialLoadingComplete method will handle playing the intro cinematic
// Step 4: StartingScene will be unloaded after the cinematic completes in OnIntroCinematicFinished
}
catch (Exception e)
{
Debug.LogError($"[BootSceneController] Error loading main menu: {e.Message}");
// Still try to hide the loading screen even if there was an error
initialLoadingScreen.HideLoadingScreen();
}
}
/// <summary>
/// Unloads the StartingScene, completing the transition to the main menu
/// </summary>
private async void UnloadStartingScene()
{
try
{
// Get the current scene (StartingScene)
Scene currentScene = SceneManager.GetActiveScene();
string startingSceneName = currentScene.name;
Debug.Log($"[BootSceneController] Unloading StartingScene: {startingSceneName}");
// Unload the StartingScene
await SceneManager.UnloadSceneAsync(startingSceneName);
// Set the main menu scene as the active scene
Scene mainMenuScene = SceneManager.GetSceneByName(mainMenuSceneName);
SceneManager.SetActiveScene(mainMenuScene);
Debug.Log($"[BootSceneController] Transition complete: {startingSceneName} unloaded, {mainMenuSceneName} is now active");
// Destroy the boot scene controller since its job is done
Destroy(gameObject);
}
catch (Exception e)
{
Logging.Warning($"[BootSceneController] Error unloading StartingScene: {e.Message}");
}
}
/// <summary>
/// Helper class to handle progress reporting without running into explicit interface implementation issues
/// </summary>
private class ProgressHandler
{
private Action<float> _progressAction;
public ProgressHandler(Action<float> progressAction)
{
_progressAction = progressAction;
}
public void ReportProgress(float value)
{
_progressAction?.Invoke(value);
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: fdb797d6fcdc469bb9bfb9ad3c5f51b5
timeCreated: 1760604860

View File

@@ -1,5 +1,4 @@
using System;
using System.Threading.Tasks;
using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
@@ -15,24 +14,9 @@ namespace Bootstrap
/// Current initialisation status
/// </summary>
public static bool Initialised { get; private set; }
/// <summary>
/// Event triggered when boot progress changes
/// </summary>
public static event Action<float> OnBootProgressChanged;
/// <summary>
/// Event triggered when boot process completes
/// </summary>
public static event Action OnBootCompleted;
/// <summary>
/// Current progress of the boot process (0-1)
/// </summary>
public static float CurrentProgress { get; private set; }
/// <summary>
/// Called as soon as the game begins
// Called as soon as the game begins
/// </summary>
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)]
private static void Initialise()
@@ -48,9 +32,6 @@ namespace Bootstrap
/// </summary>
public static void PerformInitialisation()
{
//Reset progress
CurrentProgress = 0f;
//In editor, perform initialisation synchronously
if (Application.isEditor)
{
@@ -91,17 +72,6 @@ namespace Bootstrap
{
await LoadCustomBootSettings();
Initialised = true;
CurrentProgress = 1f;
OnBootProgressChanged?.Invoke(1f);
OnBootCompleted?.Invoke();
// Notify the BootCompletionService that boot is complete
if (Application.isPlaying)
{
// Direct call to boot completion service
Debug.Log("[CustomBoot] Calling BootCompletionService.HandleBootCompleted()");
BootCompletionService.HandleBootCompleted();
}
}
/// <summary>
@@ -111,17 +81,6 @@ namespace Bootstrap
{
LoadCustomBootSettingsSync();
Initialised = true;
CurrentProgress = 1f;
OnBootProgressChanged?.Invoke(1f);
OnBootCompleted?.Invoke();
// Notify the BootCompletionService that boot is complete
if (Application.isPlaying)
{
// Direct call to boot completion service
Debug.Log("[CustomBoot] Calling BootCompletionService.HandleBootCompleted()");
BootCompletionService.HandleBootCompleted();
}
}
@@ -218,16 +177,5 @@ namespace Bootstrap
result.InitialiseSync();
return handle;
}
/// <summary>
/// Updates the current progress value and triggers the progress event
/// </summary>
/// <param name="progress">Progress value between 0-1</param>
internal static void UpdateProgress(float progress)
{
CurrentProgress = Mathf.Clamp01(progress);
OnBootProgressChanged?.Invoke(CurrentProgress);
Debug.Log($"[CustomBoot] Progress: {CurrentProgress:P0}");
}
}
}

View File

@@ -31,37 +31,15 @@ namespace Bootstrap
RuntimeContainer = new GameObject($"{name}_Container");
DontDestroyOnLoad(RuntimeContainer);
Instances = new GameObject[BootPrefabs.Length];
// Calculate total prefabs for progress tracking
int totalPrefabs = BootPrefabs.Length;
float progressPerPrefab = totalPrefabs > 0 ? 1f / totalPrefabs : 1f;
float currentProgress = 0f;
for (var i = 0; i < BootPrefabs.Length; i++)
{
if (!BootPrefabs[i])
{
// Report incremental progress even for null prefabs
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
continue;
}
if (!BootPrefabs[i]) continue;
var instance = GameObject.InstantiateAsync(BootPrefabs[i], RuntimeContainer.transform);
while (!instance.isDone)
{
// Report partial progress while waiting
float progressInStep = instance.progress * progressPerPrefab;
float overallProgress = i * progressPerPrefab + progressInStep;
CustomBoot.UpdateProgress(overallProgress);
await Task.Yield();
}
Instances[i] = instance.Result[0];
// Report completion of this step
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
}
}
@@ -77,28 +55,12 @@ namespace Bootstrap
}
Instances = new GameObject[BootPrefabs.Length];
// Calculate total prefabs for progress tracking
int totalPrefabs = BootPrefabs.Length;
float progressPerPrefab = totalPrefabs > 0 ? 1f / totalPrefabs : 1f;
float currentProgress = 0f;
for (var i = 0; i < BootPrefabs.Length; i++)
{
if (!BootPrefabs[i])
{
// Report incremental progress even for null prefabs
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
continue;
}
if (!BootPrefabs[i]) continue;
var instance = GameObject.Instantiate(BootPrefabs[i], RuntimeContainer.transform);
Instances[i] = instance;
// Report completion of this step
currentProgress = (i + 1) * progressPerPrefab;
CustomBoot.UpdateProgress(currentProgress);
}
}

View File

@@ -1,240 +0,0 @@
using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using Core;
namespace Bootstrap
{
/// <summary>
/// Specialized loading screen controller specifically for the initial boot sequence.
/// This handles the combined progress of bootstrap initialization and main menu loading.
/// </summary>
public class InitialLoadingScreen : MonoBehaviour
{
[Header("UI References")]
[SerializeField] private GameObject loadingScreenContainer;
[SerializeField] private Image progressBarImage;
[Header("Settings")]
[SerializeField] private float minimumDisplayTime = 1.0f;
[SerializeField] private float progressUpdateInterval = 0.1f;
private float _displayStartTime;
private Coroutine _progressCoroutine;
private bool _loadingComplete = false;
private bool _animationComplete = false;
private Action _onLoadingScreenFullyHidden;
/// <summary>
/// Event that fires when the loading screen is fully hidden (both loading and animation completed)
/// </summary>
public event Action OnLoadingScreenFullyHidden;
/// <summary>
/// Delegate for providing progress values from different sources
/// </summary>
public delegate float ProgressProvider();
/// <summary>
/// Current progress provider being used for the loading screen
/// </summary>
private ProgressProvider _currentProgressProvider;
/// <summary>
/// Default progress provider that returns 0 (or 1 if loading is complete)
/// </summary>
private float DefaultProgressProvider() => _loadingComplete ? 1f : 0f;
/// <summary>
/// Check if the loading screen is currently active
/// </summary>
public bool IsActive => loadingScreenContainer != null && loadingScreenContainer.activeSelf;
private void Awake()
{
if (loadingScreenContainer == null)
loadingScreenContainer = gameObject;
// Ensure the loading screen is initially hidden
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
}
}
/// <summary>
/// Shows the loading screen and resets the progress bar to zero
/// </summary>
/// <param name="progressProvider">Optional delegate to provide progress values (0-1). If null, uses default provider.</param>
/// <param name="onComplete">Optional callback when loading screen is fully hidden</param>
public void ShowLoadingScreen(ProgressProvider progressProvider = null, Action onComplete = null)
{
// Store the completion callback
_onLoadingScreenFullyHidden = onComplete;
// Set the progress provider, use default if none provided
_currentProgressProvider = progressProvider ?? DefaultProgressProvider;
// Stop any existing progress coroutine
if (_progressCoroutine != null)
{
StopCoroutine(_progressCoroutine);
_progressCoroutine = null;
}
_displayStartTime = Time.time;
_loadingComplete = false;
_animationComplete = false;
if (progressBarImage != null)
{
progressBarImage.fillAmount = 0f;
}
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(true);
}
// Start the progress filling coroutine
_progressCoroutine = StartCoroutine(AnimateProgressBar());
}
/// <summary>
/// Animates the progress bar at a steady pace over the minimum display time,
/// while also checking actual loading progress from the current progress provider
/// </summary>
private IEnumerator AnimateProgressBar()
{
float startTime = Time.time;
// Continue until both animation and loading are complete
while (!_animationComplete)
{
// Calculate the steady progress based on elapsed time
float elapsedTime = Time.time - startTime;
float steadyProgress = Mathf.Clamp01(elapsedTime / minimumDisplayTime);
// Get the actual loading progress from the current provider
float actualProgress = _currentProgressProvider();
// If loading is complete, actualProgress should be 1.0
if (_loadingComplete)
{
actualProgress = 1.0f;
}
// Use the minimum of steady progress and actual progress
// This ensures we don't show more progress than actual loading
float displayProgress = Mathf.Min(steadyProgress, actualProgress);
// Log the progress values for debugging
Debug.Log($"[InitialLoadingScreen] Progress - Default: {steadyProgress:F2}, Actual: {actualProgress:F2}, Display: {displayProgress:F2}");
// Directly set the progress bar fill amount without smoothing
if (progressBarImage != null)
{
progressBarImage.fillAmount = displayProgress;
}
// Check if the animation has completed
// Animation is complete when we've reached the minimum display time AND we're at 100% progress
if (steadyProgress >= 1.0f && displayProgress >= 1.0f)
{
_animationComplete = true;
Debug.Log("[InitialLoadingScreen] Animation complete");
break;
}
// Wait for the configured interval before updating again
yield return new WaitForSeconds(progressUpdateInterval);
}
// Ensure we end at 100% progress
if (progressBarImage != null)
{
progressBarImage.fillAmount = 1.0f;
Debug.Log("[InitialLoadingScreen] Final progress set to 1.0");
}
// Hide the screen if loading is also complete
if (_loadingComplete)
{
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
Debug.Log("[InitialLoadingScreen] Animation AND loading complete, hiding screen");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
OnLoadingScreenFullyHidden?.Invoke();
_onLoadingScreenFullyHidden = null;
}
}
_progressCoroutine = null;
}
/// <summary>
/// Called when the actual loading process is complete
/// </summary>
public void HideLoadingScreen()
{
Debug.Log("[InitialLoadingScreen] Loading complete, marking loading as finished");
// Mark that loading is complete
_loadingComplete = true;
// If animation is already complete, we can hide the screen now
if (_animationComplete)
{
if (loadingScreenContainer != null)
{
loadingScreenContainer.SetActive(false);
Debug.Log("[InitialLoadingScreen] Animation already complete, hiding screen immediately");
// Invoke the callback when fully hidden
_onLoadingScreenFullyHidden?.Invoke();
OnLoadingScreenFullyHidden?.Invoke();
_onLoadingScreenFullyHidden = null;
}
}
else
{
Debug.Log("[InitialLoadingScreen] Animation still in progress, waiting for it to complete");
// The coroutine will handle hiding when animation completes
}
}
/// <summary>
/// Waits until the loading screen is fully hidden before continuing
/// </summary>
/// <returns>Task that completes when the loading screen is hidden</returns>
public System.Threading.Tasks.Task WaitForLoadingScreenToHideAsync()
{
var tcs = new System.Threading.Tasks.TaskCompletionSource<bool>();
// If the loading screen is not active, complete immediately
if (!IsActive)
{
tcs.SetResult(true);
return tcs.Task;
}
// Store existing callback to chain it
Action existingCallback = _onLoadingScreenFullyHidden;
// Set new callback
_onLoadingScreenFullyHidden = () => {
// Call existing callback if any
existingCallback?.Invoke();
// Complete the task
tcs.SetResult(true);
};
return tcs.Task;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 8968b564891a474baae157792b88e75f
timeCreated: 1760613320

View File

@@ -1,6 +1,4 @@
using System;
using System.Collections.Generic;
using Bootstrap;
using Core;
using UnityEngine;
using UnityEngine.AddressableAssets;
@@ -28,27 +26,24 @@ namespace Cinematics
private Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>> _addressableHandles
= new Dictionary<PlayableDirector, AsyncOperationHandle<PlayableAsset>>();
/// <summary>
/// Singleton instance of the CinematicsManager. No longer creates an instance if one doesn't exist.
/// </summary>
public static CinematicsManager Instance => _instance;
public static CinematicsManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<CinematicsManager>();
if (_instance == null)
{
var go = new GameObject("CinematicsManager");
_instance = go.AddComponent<CinematicsManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
public PlayableDirector playableDirector;
private void Awake()
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
// For example, subscribe to SceneManagerService events if needed
Logging.Debug("[CinematicsManager] Post-boot initialization complete");
}
private void OnEnable()
{
@@ -67,55 +62,15 @@ namespace Cinematics
private void OnApplicationQuit()
{
_isQuitting = true;
ReleaseAllHandles();
}
/// <summary>
/// Initializes required components for the CinematicsManager
/// </summary>
private void InitializeComponents()
{
// Initialize PlayableDirector if not set
if (playableDirector == null)
{
playableDirector = GetComponent<PlayableDirector>();
// If still null, try to add the component
if (playableDirector == null)
{
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
_cinematicSprites = GetComponentInChildren<Image>(true);
// 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.");
}
}
}
/// <summary>
/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
/// </summary>
public PlayableDirector PlayCinematic(PlayableAsset assetToPlay)
{
// Ensure components are initialized before playing
InitializeComponents();
if (_cinematicSprites != null)
{
_cinematicSprites.enabled = true;
}
_cinematicSprites.enabled = true;
playableDirector.stopped += OnPlayableDirectorStopped;
playableDirector.Play(assetToPlay);
Logging.Debug("Playing cinematic " + assetToPlay.name);
@@ -190,5 +145,68 @@ namespace Cinematics
}
_addressableHandles.Clear();
}
private void Awake()
{
PlayStartCinematicOnGameLoad();
}
/// <summary>
/// Loads a cinematic asynchronously while showing a loading screen, then plays it
/// </summary>
/// <param name="key">The addressable key of the cinematic to load</param>
/// <returns>The PlayableDirector playing the cinematic</returns>
public async System.Threading.Tasks.Task<PlayableDirector> PlayCinematicWithLoadingScreen(string key)
{
Logging.Debug($"[CinematicsManager] Preparing to load cinematic with loading screen: {key}");
// First, show the loading screen BEFORE creating any async operations
UI.LoadingScreenController.Instance.ShowLoadingScreen();
// Give the loading screen a frame to render
await System.Threading.Tasks.Task.Yield();
// Now create the load handle and track its progress
Logging.Debug($"[CinematicsManager] Starting cinematic asset load: {key}");
AsyncOperationHandle<PlayableAsset> handle = Addressables.LoadAssetAsync<PlayableAsset>(key);
// Update the loading screen with the progress provider after the handle is created
UI.LoadingScreenController.Instance.ShowLoadingScreen(() => handle.PercentComplete);
// Wait for the loading to complete
var result = await handle.Task;
// Store the handle for later release
_addressableHandles[playableDirector] = handle;
Logging.Debug($"[CinematicsManager] Cinematic loaded: {key}");
// Hide the loading screen
UI.LoadingScreenController.Instance.HideLoadingScreen();
// Important: Wait for the loading screen to be fully hidden before playing the cinematic
await UI.LoadingScreenController.Instance.WaitForLoadingScreenToHideAsync();
Logging.Debug($"[CinematicsManager] Loading screen hidden, now playing cinematic: {key}");
// Play the cinematic
return PlayCinematic(result);
}
private async void PlayStartCinematicOnGameLoad()
{
if (!SceneManager.GetActiveScene().name.ToLower().Contains("mainmenu"))
{
return;
}
_instance = this;
playableDirector = GetComponent<PlayableDirector>();
_cinematicSprites = GetComponentInChildren<Image>(true);
// Use the new method with loading screen instead of direct load
await PlayCinematicWithLoadingScreen("IntroSequence");
}
}
}

View File

@@ -1,4 +1,3 @@
using Bootstrap;
using Core;
using Input;
using UnityEngine;
@@ -15,14 +14,7 @@ namespace Cinematics
private float _holdStartTime;
private bool _isHolding;
private bool _skipPerformed;
private bool _initialized = false;
void Awake()
{
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
void Start()
{
// Reset the progress bar
@@ -31,76 +23,32 @@ namespace Cinematics
radialProgressBar.fillAmount = 0f;
}
}
void OnEnable()
{
if (CinematicsManager.Instance.IsCinematicPlaying)
HandleCinematicStarted();
CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
}
void OnDisable()
{
// Clean up subscriptions regardless of initialization state
UnsubscribeFromCinematicsEvents();
}
private void InitializePostBoot()
{
// Safe initialization of manager dependencies after boot is complete
if (_initialized)
return;
_initialized = true;
// Subscribe to CinematicsManager events now that boot is complete
SubscribeToCinematicsEvents();
Logging.Debug("[SkipCinematic] Post-boot initialization complete");
}
private void SubscribeToCinematicsEvents()
{
if (CinematicsManager.Instance == null) return;
// First unsubscribe to prevent duplicate subscriptions
UnsubscribeFromCinematicsEvents();
// Now subscribe
CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
// Check if a cinematic is already playing
if (CinematicsManager.Instance.IsCinematicPlaying)
HandleCinematicStarted();
Logging.Debug("[SkipCinematic] Subscribed to cinematics events");
}
private void UnsubscribeFromCinematicsEvents()
{
if (CinematicsManager.Instance != null)
{
CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
Logging.Debug("[SkipCinematic] Unsubscribed from cinematics events");
}
// If still registered as an input override consumer, unregister
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
Logging.Debug("[SkipCinematic] Unregistered as input override consumer");
}
CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
// If still registered, unregister input override
InputManager.Instance.UnregisterOverrideConsumer(this);
}
private void HandleCinematicStarted()
{
if (InputManager.Instance != null)
{
InputManager.Instance.RegisterOverrideConsumer(this);
}
InputManager.Instance.RegisterOverrideConsumer(this);
}
private void HandleCinematicStopped()
{
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}
InputManager.Instance.UnregisterOverrideConsumer(this);
}
void Update()

View File

@@ -5,7 +5,6 @@ using System.Collections.Generic;
using AppleHills.Core.Interfaces;
using Core;
using UI;
using Bootstrap;
/// <summary>
/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
@@ -16,9 +15,25 @@ public class GameManager : MonoBehaviour
private static bool _isQuitting = false;
/// <summary>
/// Singleton instance of the GameManager. No longer creates an instance if one doesn't exist.
/// Singleton instance of the GameManager.
/// </summary>
public static GameManager Instance => _instance;
public static GameManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<GameManager>();
if (_instance == null)
{
var go = new GameObject("GameManager");
_instance = go.AddComponent<GameManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
[Header("Settings Status")]
[SerializeField] private bool _settingsLoaded = false;
@@ -55,13 +70,10 @@ public class GameManager : MonoBehaviour
InitializeSettings();
InitializeDeveloperSettings();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
// DontDestroyOnLoad(gameObject);
}
private void InitializePostBoot()
private void Start()
{
// Find and subscribe to PauseMenu events
PauseMenu pauseMenu = PauseMenu.Instance;

View File

@@ -2,7 +2,6 @@
using System.Collections.Generic;
using UnityEngine;
using Interactions;
using Bootstrap;
namespace Core
{
@@ -15,10 +14,23 @@ namespace Core
private static ItemManager _instance;
private static bool _isQuitting;
/// <summary>
/// Singleton instance of the ItemManager. No longer creates an instance if one doesn't exist.
/// </summary>
public static ItemManager Instance => _instance;
public static ItemManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<ItemManager>();
if (_instance == null)
{
var go = new GameObject("ItemManager");
_instance = go.AddComponent<ItemManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
private readonly HashSet<Pickup> _pickups = new HashSet<Pickup>();
private readonly HashSet<ItemSlot> _itemSlots = new HashSet<ItemSlot>();
@@ -51,16 +63,13 @@ namespace Core
void Awake()
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
void Start()
{
// Subscribe to scene load completed so we can clear registrations when scenes change
// Access Instance directly to ensure the service is initialized and we get the event hookup.
SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
Logging.Debug("[ItemManager] Subscribed to SceneManagerService events");
}
void OnDestroy()

View File

@@ -18,11 +18,23 @@ namespace AppleHills.Core
private static QuickAccess _instance;
private static bool _isQuitting = false;
/// <summary>
/// Singleton instance of QuickAccess. No longer creates an instance if one doesn't exist.
/// </summary>
public static QuickAccess Instance => _instance;
public static QuickAccess Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<QuickAccess>();
if (_instance == null)
{
var go = new GameObject("QuickAccess");
_instance = go.AddComponent<QuickAccess>();
}
}
return _instance;
}
}
void OnApplicationQuit()
{
_isQuitting = true;
@@ -134,8 +146,6 @@ namespace AppleHills.Core
private void Awake()
{
_instance = this;
if (!_initialized)
{
// Subscribe to scene changes

View File

@@ -4,7 +4,6 @@ using System.Threading.Tasks;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using Bootstrap;
namespace Core
{
@@ -16,11 +15,26 @@ namespace Core
private LoadingScreenController _loadingScreen;
private static SceneManagerService _instance;
private static bool _isQuitting = false;
/// <summary>
/// Singleton instance of the SceneManagerService. No longer creates an instance if one doesn't exist.
/// Singleton instance of the SceneManagerService.
/// </summary>
public static SceneManagerService Instance => _instance;
public static SceneManagerService Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<SceneManagerService>();
if (_instance == null)
{
var go = new GameObject("SceneManagerService");
_instance = go.AddComponent<SceneManagerService>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
// Events for scene lifecycle
public event Action<string> SceneLoadStarted;
@@ -34,17 +48,30 @@ namespace Core
private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
private const string BootstrapSceneName = "BootstrapScene";
void Start()
{
_loadingScreen = LoadingScreenController.Instance;
// Set up loading screen event handlers
SetupLoadingScreenEvents();
}
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
// Initialize current scene tracking immediately in Awake
InitializeCurrentSceneTracking();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
#if UNITY_EDITOR
// In Editor, set CurrentGameplayScene to the currently open scene at play start
if (Application.isPlaying)
{
var activeScene = SceneManager.GetActiveScene();
if (activeScene.IsValid())
{
CurrentGameplayScene = activeScene.name;
}
}
#endif
// Ensure BootstrapScene is loaded at startup
var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
if (!bootstrap.isLoaded)
@@ -52,48 +79,6 @@ namespace Core
SceneManager.LoadScene(BootstrapSceneName, LoadSceneMode.Additive);
}
}
/// <summary>
/// Initialize current scene tracking immediately in Awake
/// This ensures scene management works correctly regardless of boot timing
/// </summary>
private void InitializeCurrentSceneTracking()
{
// Get the active scene and use it as the current gameplay scene
Scene activeScene = SceneManager.GetActiveScene();
if (activeScene.IsValid())
{
// If this is the MainMenu or another gameplay scene, track it
if (activeScene.name != BootstrapSceneName)
{
CurrentGameplayScene = activeScene.name;
Logging.Debug($"[SceneManagerService] Initialized with current scene: {CurrentGameplayScene}");
}
// Otherwise default to MainMenu
else
{
CurrentGameplayScene = "MainMenu";
Logging.Debug($"[SceneManagerService] Initialized with default scene: {CurrentGameplayScene}");
}
}
else
{
CurrentGameplayScene = "MainMenu";
Logging.Debug($"[SceneManagerService] No valid active scene, defaulting to: {CurrentGameplayScene}");
}
}
private void InitializePostBoot()
{
// Set up loading screen reference and events after boot is complete
_loadingScreen = LoadingScreenController.Instance;
// Set up loading screen event handlers if available
SetupLoadingScreenEvents();
Logging.Debug($"[SceneManagerService] Post-boot initialization complete, current scene is: {CurrentGameplayScene}");
}
private void SetupLoadingScreenEvents()
{
@@ -277,27 +262,16 @@ namespace Core
}
// Tracks the currently loaded gameplay scene (not persistent/bootstrapper)
public string CurrentGameplayScene { get; set; } = "MainMenu";
public string CurrentGameplayScene { get; private set; } = "MainMenu";
public async Task ReloadCurrentScene(IProgress<float> progress = null, bool autoHideLoadingScreen = true)
public async Task ReloadCurrentScene(IProgress<float> progress = null)
{
await SwitchSceneAsync(CurrentGameplayScene, progress, autoHideLoadingScreen);
await SwitchSceneAsync(CurrentGameplayScene, progress);
}
/// <summary>
/// Switches from current gameplay scene to a new one
/// </summary>
/// <param name="newSceneName">Name of the scene to load</param>
/// <param name="progress">Optional progress reporter</param>
/// <param name="autoHideLoadingScreen">Whether to automatically hide the loading screen when complete. If false, caller must hide it manually.</param>
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null, bool autoHideLoadingScreen = true)
// Switches from current gameplay scene to a new one
public async Task SwitchSceneAsync(string newSceneName, IProgress<float> progress = null)
{
// Show loading screen at the start (whether using auto-hide or not)
if (_loadingScreen != null && !_loadingScreen.IsActive)
{
_loadingScreen.ShowLoadingScreen();
}
// Remove all AstarPath (A* Pathfinder) singletons before loading the new scene
var astarPaths = FindObjectsByType<AstarPath>(FindObjectsSortMode.None);
foreach (var astar in astarPaths)
@@ -330,12 +304,6 @@ namespace Core
await LoadSceneAsync(newSceneName, progress);
// Update tracker
CurrentGameplayScene = newSceneName;
// Only hide the loading screen if autoHideLoadingScreen is true
if (autoHideLoadingScreen && _loadingScreen != null)
{
_loadingScreen.HideLoadingScreen();
}
}
}
}

View File

@@ -5,8 +5,6 @@ using Input;
using Settings;
using System.Collections;
using Minigames.DivingForPictures;
using Bootstrap;
using Core;
namespace Utility
{
@@ -14,11 +12,23 @@ namespace Utility
{
private static SceneOrientationEnforcer _instance;
private static bool _isQuitting;
/// <summary>
/// Singleton instance of the SceneOrientationEnforcer. No longer creates an instance if one doesn't exist.
/// </summary>
public static SceneOrientationEnforcer Instance => _instance;
public static SceneOrientationEnforcer Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<SceneOrientationEnforcer>();
if (_instance == null)
{
var go = new GameObject("SceneOrientationEnforcer");
_instance = go.AddComponent<SceneOrientationEnforcer>();
// DontDestroyOnLoad(go); // Uncomment if you want persistence
}
}
return _instance;
}
}
[Header("Config")]
public SceneOrientationConfig orientationConfig;
@@ -38,16 +48,10 @@ namespace Utility
{
_instance = this;
OnOrientationCorrect += HandleOrientationCorrect;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
void Start()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[SceneOrientationEnforcer] Post-boot initialization complete");
// Subscribe to sceneLoaded event
SceneManager.sceneLoaded += OnSceneLoaded;
// Manually invoke for the first scene (unless it's Main Menu)
@@ -70,8 +74,6 @@ namespace Utility
return Screen.orientation == ScreenOrientation.Portrait || Screen.orientation == ScreenOrientation.PortraitUpsideDown;
case ScreenOrientationRequirement.Landscape:
return Screen.orientation == ScreenOrientation.LandscapeLeft || Screen.orientation == ScreenOrientation.LandscapeRight;
case ScreenOrientationRequirement.NotApplicable:
return true;
default:
return true;
}
@@ -96,7 +98,7 @@ namespace Utility
_isDivingMinigame = IsDivingMinigameScene(scene);
_requiredOrientation = orientationConfig != null ? orientationConfig.GetRequirementForScene(scene.name) : ScreenOrientationRequirement.NotApplicable;
_requiredOrientation = orientationConfig != null ? orientationConfig.GetRequirementForScene(scene.name) : ScreenOrientationRequirement.Portrait;
_orientationCorrect = IsOrientationCorrect();
if (!_orientationCorrect)
@@ -184,7 +186,7 @@ namespace Utility
_orientationCheckCoroutine = null;
}
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
InputManager.Instance.SetInputMode(InputMode.Game);
}
private void CleanupPromptAndCoroutine()

View File

@@ -24,7 +24,7 @@ namespace AppleHills.Core.Settings
if (_instance == null && Application.isPlaying)
{
_instance = FindFirstObjectByType<DeveloperSettingsProvider>();
if (_instance == null)
{
GameObject go = new GameObject("DeveloperSettingsProvider");
@@ -33,7 +33,7 @@ namespace AppleHills.Core.Settings
DontDestroyOnLoad(go);
}
}
return _instance;
}
}

View File

@@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using AppleHills.Data.CardSystem;
using Bootstrap;
using Core;
using UnityEngine;
@@ -62,15 +61,6 @@ namespace Data.CardSystem
// Build lookup dictionary
BuildDefinitionLookup();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[CardSystemManager] Post-boot initialization complete");
}
private void OnApplicationQuit()

View File

@@ -5,7 +5,6 @@ using UnityEngine.EventSystems;
using UnityEngine.InputSystem;
using UnityEngine.SceneManagement;
using AppleHills.Core.Settings;
using Bootstrap;
using Core; // Added for IInteractionSettings
namespace Input
@@ -36,10 +35,22 @@ namespace Input
// Track which consumer is handling the current hold operation
private ITouchInputConsumer _activeHoldConsumer;
/// <summary>
/// Singleton instance of the InputManager. No longer creates an instance if one doesn't exist.
/// </summary>
public static InputManager Instance => _instance;
public static InputManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<InputManager>();
if (_instance == null)
{
var go = new GameObject("InputManager");
_instance = go.AddComponent<InputManager>();
}
}
return _instance;
}
}
// Settings reference
private IInteractionSettings _interactionSettings;
@@ -55,15 +66,6 @@ namespace Input
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Subscribe to scene load completed events now that boot is complete
SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
@@ -76,25 +78,12 @@ namespace Input
tapMoveAction = playerInput.actions.FindAction("TapMove", false);
holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
positionAction = playerInput.actions.FindAction("TouchPosition", false);
if (tapMoveAction != null)
tapMoveAction.performed += OnTapMovePerformed;
if (holdMoveAction != null)
{
holdMoveAction.performed += OnHoldMoveStarted;
holdMoveAction.canceled += OnHoldMoveCanceled;
}
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
Logging.Debug("[InputManager] Subscribed to SceneManagerService events");
}
private void OnDestroy()
private void Start()
{
// Unsubscribe from SceneManagerService
if (SceneManagerService.Instance != null)
SceneManagerService.Instance.SceneLoadCompleted -= SwitchInputOnSceneLoaded;
// SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
}
private void SwitchInputOnSceneLoaded(string sceneName)
@@ -133,6 +122,17 @@ namespace Input
break;
}
}
void OnEnable()
{
if (tapMoveAction != null)
tapMoveAction.performed += OnTapMovePerformed;
if (holdMoveAction != null)
{
holdMoveAction.performed += OnHoldMoveStarted;
holdMoveAction.canceled += OnHoldMoveCanceled;
}
}
void OnDisable()
{
@@ -149,7 +149,7 @@ namespace Input
{
_isQuitting = true;
}
/// <summary>
/// Sets the default ITouchInputConsumer to receive input events.
/// </summary>

View File

@@ -798,7 +798,7 @@ namespace Minigames.DivingForPictures
// Change input mode to UI when menu is open
if(turnOffGameInput)
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
InputManager.Instance.SetInputMode(InputMode.UI);
Logging.Debug($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
}

View File

@@ -545,6 +545,167 @@ namespace Minigames.DivingForPictures
_movementCoroutine = null;
}
/// <summary>
/// Coroutine that checks for tiles to destroy periodically
/// </summary>
private IEnumerator TileDestructionRoutine()
{
const float checkInterval = 0.5f; // Check every half second
Logging.Debug($"[TrenchTileSpawner] Started tile destruction coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy && !_isPaused)
{
// Check and handle tile destruction
if (_activeTiles.Count > 0)
{
GameObject topTile = _activeTiles[0];
if (topTile == null)
{
_activeTiles.RemoveAt(0);
}
else
{
float tileHeight = GetTileHeight(topTile);
bool shouldDestroy;
if (_isSurfacing)
{
// When surfacing, destroy tiles at the bottom
shouldDestroy = topTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
else
{
// When descending, destroy tiles at the top
shouldDestroy = topTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
if (shouldDestroy)
{
_activeTiles.RemoveAt(0);
onTileDestroyed?.Invoke(topTile);
if (_devSettings != null && _devSettings.TrenchTileUseObjectPooling && _tilePool != null)
{
// Find the prefab index for this tile
int prefabIndex = GetPrefabIndex(topTile);
if (prefabIndex >= 0)
{
_tilePool.ReturnTile(topTile, prefabIndex);
}
else
{
Destroy(topTile);
}
}
else
{
Destroy(topTile);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
// Clear coroutine reference when stopped
_tileDestructionCoroutine = null;
}
/// <summary>
/// Coroutine that checks if new tiles need to be spawned periodically
/// </summary>
private IEnumerator TileSpawningRoutine()
{
const float checkInterval = 0.2f; // Check every fifth of a second
Logging.Debug($"[TrenchTileSpawner] Started tile spawning coroutine with interval: {checkInterval}s");
while (enabled && gameObject.activeInHierarchy && !_isPaused && !_stopSpawning)
{
// Check if we need to spawn new tiles
if (_activeTiles.Count == 0)
{
// If we have no active tiles and spawning is stopped, trigger the event
if (_stopSpawning)
{
onLastTileLeft.Invoke();
}
}
else
{
GameObject bottomTile = _activeTiles[^1];
if (bottomTile == null)
{
_activeTiles.RemoveAt(_activeTiles.Count - 1);
}
else
{
// Get the tile height once to use in all calculations
float tileHeight = GetTileHeight(bottomTile);
// If we're in stop spawning mode, check if last tile is leaving
if (_stopSpawning)
{
// Check if this is the last tile, and if it's about to leave the screen
if (_activeTiles.Count == 1)
{
bool isLastTileLeaving;
if (_isSurfacing)
{
// When surfacing, check if bottom of tile is above top of screen
isLastTileLeaving = bottomTile.transform.position.y - tileHeight / 2 > _screenTop + _settings.TileSpawnBuffer;
}
else
{
// When descending, check if top of tile is below bottom of screen
isLastTileLeaving = bottomTile.transform.position.y + tileHeight / 2 < _screenBottom - _settings.TileSpawnBuffer;
}
if (isLastTileLeaving)
{
onLastTileLeft.Invoke();
}
}
}
else
{
// Normal spawning mode
bool shouldSpawn;
float newY;
if (_isSurfacing)
{
// When surfacing, spawn new tiles at the top
float topEdge = bottomTile.transform.position.y + tileHeight / 2;
shouldSpawn = topEdge < _screenTop + _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y + tileHeight;
}
else
{
// When descending, spawn new tiles at the bottom
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
shouldSpawn = bottomEdge > _screenBottom - _settings.TileSpawnBuffer;
newY = bottomTile.transform.position.y - tileHeight;
}
if (shouldSpawn)
{
SpawnTileAtY(newY);
}
}
}
}
// Wait for the next check interval
yield return new WaitForSeconds(checkInterval);
}
// Clear coroutine reference when stopped
_tileSpawningCoroutine = null;
}
/// <summary>
/// Coroutine that handles increasing the movement speed over time
/// </summary>
@@ -1099,9 +1260,6 @@ namespace Minigames.DivingForPictures
if (_stopSpawning)
{
onLastTileLeft.Invoke();
// Stop the coroutine since all tiles are gone and no new ones will spawn
Logging.Debug("[TrenchTileSpawner] No active tiles and spawning stopped - ending tile spawning coroutine");
yield break;
}
}
else
@@ -1138,9 +1296,6 @@ namespace Minigames.DivingForPictures
if (isLastTileLeaving)
{
onLastTileLeft.Invoke();
// Stop the coroutine since the last tile has left and no new ones will spawn
Logging.Debug("[TrenchTileSpawner] Last tile left screen and spawning stopped - ending tile spawning coroutine");
yield break;
}
}
}

View File

@@ -71,16 +71,9 @@ namespace PuzzleS
void Start()
{
// Simply register with the PuzzleManager
// The manager will handle state updates appropriately based on whether data is loaded
if (stepData != null && PuzzleManager.Instance != null)
{
PuzzleManager.Instance.RegisterStepBehaviour(this);
}
else if (stepData == null)
{
Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
}
// Register with PuzzleManager, regardless of enabled/disabled state
// PuzzleManager will call UnlockStep or LockStep based on current puzzle state
PuzzleManager.Instance?.RegisterStepBehaviour(this);
}
void OnDestroy()
@@ -90,11 +83,7 @@ namespace PuzzleS
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
if (PuzzleManager.Instance != null && stepData != null)
{
PuzzleManager.Instance.UnregisterStepBehaviour(this);
}
PuzzleManager.Instance?.UnregisterStepBehaviour(this);
}
/// <summary>

View File

@@ -5,11 +5,9 @@ using System.Linq;
using UnityEngine;
using UnityEngine.SceneManagement;
using AppleHills.Core.Settings;
using Bootstrap;
using Core;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using Utils;
namespace PuzzleS
{
@@ -33,15 +31,28 @@ namespace PuzzleS
// Current level puzzle data
private PuzzleLevelDataSO _currentLevelData;
private AsyncOperationHandle<PuzzleLevelDataSO> _levelDataLoadOperation;
private bool _isDataLoaded = false;
// Store registered behaviors that are waiting for data to be loaded
private List<ObjectiveStepBehaviour> _registeredBehaviours = new List<ObjectiveStepBehaviour>();
private bool _isLoadingLevelData = false;
/// <summary>
/// Singleton instance of the PuzzleManager.
/// </summary>
public static PuzzleManager Instance => _instance;
public static PuzzleManager Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<PuzzleManager>();
if (_instance == null)
{
var go = new GameObject("PuzzleManager");
_instance = go.AddComponent<PuzzleManager>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
// Events to notify about step lifecycle
public event Action<PuzzleStepSO> OnStepCompleted;
@@ -57,20 +68,17 @@ namespace PuzzleS
void Awake()
{
_instance = this;
// DontDestroyOnLoad(gameObject);
// Initialize settings reference
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Subscribe to SceneManagerService events after boot is complete
// Subscribe to scene manager events
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
}
void Start()
{
// Find player transform
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
@@ -78,14 +86,12 @@ namespace PuzzleS
StartProximityChecks();
// Load puzzle data for the current scene if not already loading
if (_currentLevelData == null && !_isDataLoaded)
if (_currentLevelData == null && !_isLoadingLevelData)
{
LoadPuzzleDataForCurrentScene();
}
Logging.Debug("[PuzzleManager] Subscribed to SceneManagerService events");
}
void OnDestroy()
{
StopProximityChecks();
@@ -94,7 +100,6 @@ namespace PuzzleS
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
}
// Release addressable handle if needed
@@ -104,20 +109,10 @@ namespace PuzzleS
}
}
/// <summary>
/// Called when a scene is starting to load
/// </summary>
public void OnSceneLoadStarted(string sceneName)
{
// Reset data loaded state when changing scenes to avoid using stale data
_isDataLoaded = false;
Logging.Debug($"[Puzzles] Scene load started: {sceneName}, marked puzzle data as not loaded");
}
/// <summary>
/// Called when a scene is loaded
/// </summary>
public void OnSceneLoadCompleted(string sceneName)
private void OnSceneLoadCompleted(string sceneName)
{
// Skip for non-gameplay scenes
if (sceneName == "BootstrapScene" || string.IsNullOrEmpty(sceneName))
@@ -126,7 +121,7 @@ namespace PuzzleS
}
Logging.Debug($"[Puzzles] Scene loaded: {sceneName}, loading puzzle data");
LoadPuzzleDataForCurrentScene(sceneName);
LoadPuzzleDataForCurrentScene();
// Find player transform again in case it changed with scene load
_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
@@ -138,16 +133,16 @@ namespace PuzzleS
/// <summary>
/// Load puzzle data for the current scene
/// </summary>
private void LoadPuzzleDataForCurrentScene(string sceneName = null)
private void LoadPuzzleDataForCurrentScene()
{
string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
string currentScene = SceneManagerService.Instance.CurrentGameplayScene;
if (string.IsNullOrEmpty(currentScene))
{
Logging.Warning("[Puzzles] Cannot load puzzle data: Current scene name is empty");
return;
}
_isDataLoaded = false;
_isLoadingLevelData = true;
string addressablePath = $"Puzzles/{currentScene}";
Logging.Debug($"[Puzzles] Loading puzzle data from addressable: {addressablePath}");
@@ -157,20 +152,13 @@ namespace PuzzleS
{
Addressables.Release(_levelDataLoadOperation);
}
// Check if the addressable exists before trying to load it
if (!AppleHillsUtils.AddressableKeyExists(addressablePath))
{
Logging.Warning($"[Puzzles] Puzzle data does not exist for scene: {currentScene}");
_isDataLoaded = true; // Mark as loaded but with no data
_currentLevelData = null;
return;
}
// Load the level data asset
_levelDataLoadOperation = Addressables.LoadAssetAsync<PuzzleLevelDataSO>(addressablePath);
_levelDataLoadOperation.Completed += handle =>
{
_isLoadingLevelData = false;
if (handle.Status == AsyncOperationStatus.Succeeded)
{
_currentLevelData = handle.Result;
@@ -183,11 +171,8 @@ namespace PuzzleS
// Unlock initial steps
UnlockInitialSteps();
// Update all registered behaviors now that data is loaded
UpdateAllRegisteredBehaviors();
// Mark data as loaded
_isDataLoaded = true;
// Update existing ObjectiveStepBehaviours with the current state
UpdateRegisteredStepStates();
// Notify listeners
OnLevelDataLoaded?.Invoke(_currentLevelData);
@@ -195,8 +180,6 @@ namespace PuzzleS
else
{
Logging.Warning($"[Puzzles] Failed to load puzzle data for {currentScene}: {handle.OperationException?.Message}");
_isDataLoaded = true; // Mark as loaded but with error
_currentLevelData = null;
}
};
}
@@ -259,24 +242,6 @@ namespace PuzzleS
}
}
/// <summary>
/// Update all registered behaviors with their current state
/// </summary>
private void UpdateAllRegisteredBehaviors()
{
foreach (var behaviour in _registeredBehaviours)
{
if (behaviour == null) continue;
// Only update if the step is in our dictionary
bool stepUnlocked = IsStepUnlocked(behaviour.stepData);
if (stepUnlocked)
{
UpdateStepState(behaviour);
}
}
}
/// <summary>
/// Registers a step behaviour with the manager.
/// </summary>
@@ -285,24 +250,13 @@ namespace PuzzleS
{
if (behaviour?.stepData == null) return;
// Always add to our registered behaviors list
if (!_registeredBehaviours.Contains(behaviour))
{
_registeredBehaviours.Add(behaviour);
}
// Add to the step behaviours dictionary if not already there
if (!_stepBehaviours.ContainsKey(behaviour.stepData))
{
_stepBehaviours.Add(behaviour.stepData, behaviour);
Logging.Debug($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
// Only update state if data is already loaded
if (_isDataLoaded && _currentLevelData != null)
{
UpdateStepState(behaviour);
}
// Otherwise, the state will be updated when data loads in UpdateAllRegisteredBehaviors
// Immediately set the correct state based on current puzzle state
UpdateStepState(behaviour);
}
}
@@ -329,6 +283,17 @@ namespace PuzzleS
}
}
/// <summary>
/// Updates the states of all registered step behaviours based on current puzzle state.
/// </summary>
private void UpdateRegisteredStepStates()
{
foreach (var kvp in _stepBehaviours)
{
UpdateStepState(kvp.Value);
}
}
/// <summary>
/// Unregisters a step behaviour from the manager.
/// </summary>
@@ -336,10 +301,7 @@ namespace PuzzleS
public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
{
if (behaviour?.stepData == null) return;
_stepBehaviours.Remove(behaviour.stepData);
_registeredBehaviours.Remove(behaviour);
Logging.Debug($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
}
@@ -488,15 +450,6 @@ namespace PuzzleS
return _currentLevelData;
}
/// <summary>
/// Checks if puzzle data is loaded
/// </summary>
/// <returns>True if data loading has completed (whether successful or not)</returns>
public bool IsDataLoaded()
{
return _isDataLoaded;
}
void OnApplicationQuit()
{
_isQuitting = true;

View File

@@ -1,6 +1,5 @@
using UnityEngine;
using System.Collections.Generic;
using System;
/// <summary>
/// ScriptableObject representing a single puzzle step, its display info, and which steps it unlocks.
@@ -30,58 +29,4 @@ public class PuzzleStepSO : ScriptableObject
/// </summary>
[Header("Unlocks")]
public List<PuzzleStepSO> unlocks = new List<PuzzleStepSO>();
/// <summary>
/// Override Equals to compare by stepId rather than reference equality.
/// This ensures consistent behavior across different platforms (Editor vs Mobile).
/// </summary>
/// <param name="obj">Object to compare to</param>
/// <returns>True if the objects represent the same puzzle step</returns>
public override bool Equals(object obj)
{
if (obj == null) return false;
// Check if the object is actually a PuzzleStepSO
PuzzleStepSO other = obj as PuzzleStepSO;
if (other == null) return false;
// Compare by stepId instead of reference
return string.Equals(stepId, other.stepId, StringComparison.Ordinal);
}
/// <summary>
/// Override GetHashCode to be consistent with the Equals method.
/// This is crucial for HashSet and Dictionary to work properly.
/// </summary>
/// <returns>Hash code based on stepId</returns>
public override int GetHashCode()
{
// Generate hash code from stepId to ensure consistent hashing
return stepId != null ? stepId.GetHashCode() : 0;
}
/// <summary>
/// Override == operator to use our custom equality logic
/// </summary>
public static bool operator ==(PuzzleStepSO a, PuzzleStepSO b)
{
// Check if both are null or if they're the same instance
if (ReferenceEquals(a, b))
return true;
// Check if either is null (but not both, as that's handled above)
if (((object)a == null) || ((object)b == null))
return false;
// Use our custom Equals method
return a.Equals(b);
}
/// <summary>
/// Override != operator to be consistent with == operator
/// </summary>
public static bool operator !=(PuzzleStepSO a, PuzzleStepSO b)
{
return !(a == b);
}
}

View File

@@ -23,7 +23,7 @@ namespace Settings
return entry.requiredOrientation;
}
// Default to Portrait if not found
return ScreenOrientationRequirement.NotApplicable;
return ScreenOrientationRequirement.Portrait;
}
}
}

View File

@@ -3,8 +3,7 @@
public enum ScreenOrientationRequirement
{
Portrait,
Landscape,
NotApplicable
Landscape
}
}

View File

@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
using Bootstrap;
using Core;
using UnityEngine;
@@ -30,15 +29,6 @@ namespace AppleHills.UI.CardSystem
}
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[UIPageController] Post-boot initialization complete");
}
/// <summary>

View File

@@ -1,6 +1,5 @@
using System.Collections;
using System;
using Bootstrap;
using UnityEngine;
using UnityEngine.UI;
using Core;
@@ -49,10 +48,22 @@ namespace UI
/// </summary>
public bool IsActive => loadingScreenContainer != null && loadingScreenContainer.activeSelf;
/// <summary>
/// Singleton instance of the LoadingScreenController. No longer creates an instance if one doesn't exist.
/// </summary>
public static LoadingScreenController Instance => _instance;
public static LoadingScreenController Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<LoadingScreenController>();
if (_instance == null)
{
var go = new GameObject("LoadingScreenController");
_instance = go.AddComponent<LoadingScreenController>();
}
}
return _instance;
}
}
private void Awake()
{
@@ -66,15 +77,6 @@ namespace UI
{
loadingScreenContainer.SetActive(false);
}
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
{
// Initialize any dependencies that require other services to be ready
Logging.Debug("[LoadingScreenController] Post-boot initialization complete");
}
/// <summary>

View File

@@ -3,7 +3,6 @@ using Core;
using UnityEngine;
using UnityEngine.SceneManagement;
using Input;
using Bootstrap;
namespace UI
{
@@ -12,10 +11,23 @@ namespace UI
private static PauseMenu _instance;
private static bool _isQuitting;
/// <summary>
/// Singleton instance of the PauseMenu. No longer creates an instance if one doesn't exist.
/// </summary>
public static PauseMenu Instance => _instance;
public static PauseMenu Instance
{
get
{
if (_instance == null && Application.isPlaying && !_isQuitting)
{
_instance = FindAnyObjectByType<PauseMenu>();
if (_instance == null)
{
var go = new GameObject("PauseMenu");
_instance = go.AddComponent<PauseMenu>();
// DontDestroyOnLoad(go);
}
}
return _instance;
}
}
[Header("UI References")]
[SerializeField] private GameObject pauseMenuPanel;
@@ -31,30 +43,18 @@ namespace UI
/// </summary>
public bool IsPaused => _isPaused;
private void Awake()
{
_instance = this;
// Register for post-boot initialization
BootCompletionService.RegisterInitAction(InitializePostBoot);
}
private void InitializePostBoot()
private void Start()
{
// Subscribe to scene loaded events
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
// SceneManagerService subscription moved to InitializePostBoot
// Set initial state based on current scene
SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
#if UNITY_EDITOR
#if UNITY_EDITOR
// Initialize pause menu state
HidePauseMenu(false);
#endif
Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
#endif
}
private void OnDestroy()
@@ -81,11 +81,9 @@ namespace UI
return;
bool isMainMenu = levelName.ToLower().Contains("mainmenu");
bool isStartingLevel = levelName.ToLower().Contains("startingscene");
gameObject.SetActive(!isMainMenu);
gameObject.SetActive(!(isMainMenu || isStartingLevel));
if(!isMainMenu && !isStartingLevel)
if(!isMainMenu)
HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
Logging.Debug($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: b98977013f83da24a8e4aa17926525c6
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,62 +0,0 @@
using UnityEngine;
using Pixelplacement;
using Minigames.DivingForPictures;
using Input;
using UnityEngine.Events;
public class DivingTutorial : MonoBehaviour, ITouchInputConsumer
{
private StateMachine stateMachine;
public DivingGameManager divingGameManager;
public bool playTutorial;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
if (playTutorial==true)
{
InitializeTutorial();
}
else { RemoveTutorial(); }
}
void InitializeTutorial()
{
stateMachine = GetComponentInChildren<StateMachine>();
divingGameManager.Pause();
InputManager.Instance.RegisterOverrideConsumer(this);
stateMachine.OnLastStateExited.AddListener(RemoveTutorial);
}
void RemoveTutorial()
{
Debug.Log("Remove me!");
Destroy(gameObject);
InputManager.Instance.UnregisterOverrideConsumer(this);
divingGameManager.DoResume();
}
public void OnTap(Vector2 position)
{
stateMachine.Next(true);
}
public void OnHoldStart(Vector2 position)
{
return;
}
public void OnHoldMove(Vector2 position)
{
return;
}
public void OnHoldEnd(Vector2 position)
{
return;
}
}

View File

@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: c0f21d12fb6a50242b483dbdc3a6a1df

View File

@@ -1,9 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine;
using AppleHills.Core.Settings;
using Core;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.ResourceLocations;
namespace Utils
{
@@ -71,11 +68,5 @@ namespace Utils
// Apply screen normalization
return frameAdjustedSpeed * screenNormalizationFactor;
}
public static bool AddressableKeyExists(object key)
{
IList<IResourceLocation> locations;
return Addressables.LoadResourceLocationsAsync(key).WaitForCompletion()?.Count > 0;
}
}
}

View File

@@ -1,207 +0,0 @@
Targets
Occurrences of '.Instance' in Directory C:\Users\info\Desktop\repos\AppleHillsProduction\Assets\Scripts
Found usages (163 usages found)
<AppleHillsScripts> (163 usages found)
Assets (163 usages found)
Scripts (163 usages found)
Bootstrap (3 usages found)
BootSceneController.cs (3 usages found)
79 if (CinematicsManager.Instance != null)
84 CinematicsManager.Instance.LoadAndPlayCinematic("IntroSequence");
205 SceneManagerService.Instance.CurrentGameplayScene = mainMenuSceneName;
Cinematics (16 usages found)
SkipCinematic.cs (16 usages found)
57 if (CinematicsManager.Instance == null) return;
63 CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
64 CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
67 if (CinematicsManager.Instance.IsCinematicPlaying)
75 if (CinematicsManager.Instance != null)
77 CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
78 CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
83 if (InputManager.Instance != null)
85 InputManager.Instance.UnregisterOverrideConsumer(this);
92 if (InputManager.Instance != null)
94 InputManager.Instance.RegisterOverrideConsumer(this);
100 if (InputManager.Instance != null)
102 InputManager.Instance.UnregisterOverrideConsumer(this);
109 if (_isHolding && CinematicsManager.Instance.IsCinematicPlaying)
131 CinematicsManager.Instance.SkipCurrentCinematic();
141 InputManager.Instance.UnregisterOverrideConsumer(this);
Core (25 usages found)
GameManager.cs (8 usages found)
65 SettingsProvider.Instance.gameObject.name = "Settings Provider";
68 DeveloperSettingsProvider.Instance.gameObject.name = "Developer Settings Provider";
88 PauseMenu pauseMenu = PauseMenu.Instance;
220 var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
221 var interactionSettings = SettingsProvider.Instance.LoadSettingsSynchronous<InteractionSettings>();
222 var minigameSettings = SettingsProvider.Instance.LoadSettingsSynchronous<DivingMinigameSettings>();
275 var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
318 return DeveloperSettingsProvider.Instance?.GetSettings<T>();
ItemManager.cs (3 usages found)
80 SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
87 if (SceneManagerService.Instance != null)
88 SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
QuickAccess.cs (7 usages found)
47 public GameManager GameManager => GameManager.Instance;
48 public ItemManager ItemManager => ItemManager.Instance;
49 public SceneManagerService SceneManager => SceneManagerService.Instance;
52 public InputManager InputManager => InputManager.Instance;
53 public PuzzleManager PuzzleManager => PuzzleManager.Instance;
54 public CinematicsManager CinematicsManager => CinematicsManager.Instance;
55 public CardSystemManager CardSystemManager => CardSystemManager.Instance;
SceneManagerService.cs (1 usage found)
110 _loadingScreen = LoadingScreenController.Instance;
SceneOrientationEnforcer.cs (3 usages found)
106 InputManager.Instance.SetInputMode(InputMode.UI);
159 InputManager.Instance.SetInputMode(InputMode.UI);
189 InputManager.Instance.SetInputMode(InputMode.Game);
SettingsAccess.cs (3 usages found)
43 return GameManager.Instance.PlayerStopDistance;
55 return GameManager.Instance.PlayerStopDistanceDirectInteraction;
67 return GameManager.Instance.DefaultPuzzlePromptRange;
Dialogue (26 usages found)
DialogueComponent.cs (26 usages found)
39 if (PuzzleManager.Instance != null)
40 PuzzleManager.Instance.OnStepCompleted += OnAnyPuzzleStepCompleted;
42 if (ItemManager.Instance != null)
44 ItemManager.Instance.OnItemPickedUp += OnAnyItemPickedUp;
45 ItemManager.Instance.OnCorrectItemSlotted += OnAnyItemSlotted;
46 ItemManager.Instance.OnIncorrectItemSlotted += OnAnyIncorrectItemSlotted;
47 ItemManager.Instance.OnForbiddenItemSlotted += OnAnyForbiddenItemSlotted;
48 ItemManager.Instance.OnItemSlotCleared += OnAnyItemSlotCleared;
49 ItemManager.Instance.OnItemsCombined += OnAnyItemsCombined;
170 if (PuzzleManager.Instance != null)
171 PuzzleManager.Instance.OnStepCompleted -= OnAnyPuzzleStepCompleted;
173 if (ItemManager.Instance != null)
175 ItemManager.Instance.OnItemPickedUp -= OnAnyItemPickedUp;
176 ItemManager.Instance.OnCorrectItemSlotted -= OnAnyItemSlotted;
177 ItemManager.Instance.OnIncorrectItemSlotted -= OnAnyIncorrectItemSlotted;
178 ItemManager.Instance.OnForbiddenItemSlotted -= OnAnyForbiddenItemSlotted;
179 ItemManager.Instance.OnItemSlotCleared -= OnAnyItemSlotCleared;
180 ItemManager.Instance.OnItemsCombined -= OnAnyItemsCombined;
600 return PuzzleManager.Instance != null &&
601 PuzzleManager.Instance.IsPuzzleStepCompleted(stepID);
606 if (ItemManager.Instance == null) return false;
609 foreach (var pickup in ItemManager.Instance.Pickups)
622 if (ItemManager.Instance == null) return false;
625 foreach (var slot in ItemManager.Instance.ItemSlots)
638 if (ItemManager.Instance == null) return false;
641 return ItemManager.Instance.WasItemCreatedThroughCombination(resultItemId);
Input (4 usages found)
InputManager.cs (3 usages found)
96 SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
103 if (SceneManagerService.Instance != null)
104 SceneManagerService.Instance.SceneLoadCompleted -= SwitchInputOnSceneLoaded;
PlayerTouchController.cs (1 usage found)
77 InputManager.Instance?.SetDefaultConsumer(this);
Interactions (6 usages found)
Interactable.cs (2 usages found)
213 ? GameManager.Instance.PlayerStopDistance
214 : GameManager.Instance.PlayerStopDistanceDirectInteraction;
ItemSlot.cs (2 usages found)
222 ItemManager.Instance?.RegisterItemSlot(this);
227 ItemManager.Instance?.UnregisterItemSlot(this);
Pickup.cs (2 usages found)
49 ItemManager.Instance?.RegisterPickup(this);
64 ItemManager.Instance?.UnregisterPickup(this);
LevelS (3 usages found)
LevelSwitch.cs (3 usages found)
114 InputManager.Instance.SetInputMode(InputMode.UI);
120 await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
126 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
Minigames (43 usages found)
DivingForPictures (43 usages found)
Bubbles (2 usages found)
BubbleSpawner.cs (2 usages found)
70 DivingGameManager.Instance.RegisterPausableComponent(this);
78 DivingGameManager.Instance.UnregisterPausableComponent(this);
Obstacles (5 usages found)
ObstacleSpawner.cs (5 usages found)
88 DivingGameManager.Instance.OnGameInitialized += Initialize;
91 DivingGameManager.Instance.RegisterPausableComponent(this);
94 if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
96 System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
104 DivingGameManager.Instance.UnregisterPausableComponent(this);
PictureCamera (2 usages found)
Viewfinder.cs (2 usages found)
89 InputManager.Instance.RegisterOverrideConsumer(this);
94 InputManager.Instance.UnregisterOverrideConsumer(this);
Player (6 usages found)
PlayerCollisionBehavior.cs (1 usage found)
262 .GetField("_targetFingerX", System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
PlayerController.cs (5 usages found)
83 DivingGameManager.Instance.OnGameInitialized += Initialize;
86 if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
88 System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
102 InputManager.Instance?.SetDefaultConsumer(this);
110 DivingGameManager.Instance.OnGameInitialized -= Initialize;
Tiles (5 usages found)
TrenchTileSpawner.cs (5 usages found)
171 DivingGameManager.Instance.OnGameInitialized += Initialize;
174 DivingGameManager.Instance.RegisterPausableComponent(this);
177 if (DivingGameManager.Instance.GetType().GetField("_isGameInitialized",
179 System.Reflection.BindingFlags.Instance)?.GetValue(DivingGameManager.Instance) is bool isInitialized && isInitialized)
187 DivingGameManager.Instance.UnregisterPausableComponent(this);
Utilities (2 usages found)
BottlePauser.cs (1 usage found)
14 DivingGameManager.Instance.RegisterPausableComponent(this);
RockPauser.cs (1 usage found)
15 DivingGameManager.Instance.RegisterPausableComponent(this);
DivingGameManager.cs (16 usages found)
142 PauseMenu pauseMenu = PauseMenu.Instance;
156 if (GameManager.Instance != null)
158 GameManager.Instance.RegisterPausableComponent(this);
162 if (SceneOrientationEnforcer.Instance != null)
164 SceneOrientationEnforcer.Instance.OnOrientationCorrect += InitializeGame;
165 SceneOrientationEnforcer.Instance.OnOrientationIncorrect += Pause;
169 if (SceneOrientationEnforcer.Instance.IsOrientationCorrect())
186 viewfinderManager = CameraViewfinderManager.Instance;
212 if (SceneOrientationEnforcer.Instance != null)
214 SceneOrientationEnforcer.Instance.OnOrientationCorrect -= InitializeGame;
215 SceneOrientationEnforcer.Instance.OnOrientationIncorrect -= Pause;
219 PauseMenu pauseMenu = PauseMenu.Instance;
227 if (GameManager.Instance != null)
229 GameManager.Instance.UnregisterPausableComponent(this);
801 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
822 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
DivingScoreUI.cs (5 usages found)
15 DivingGameManager.Instance.OnScoreChanged += UpdateScoreDisplay;
16 DivingGameManager.Instance.OnPictureTaken += ShowScorePopup;
19 UpdateScoreDisplay(DivingGameManager.Instance.PlayerScore);
32 DivingGameManager.Instance.OnScoreChanged -= UpdateScoreDisplay;
33 DivingGameManager.Instance.OnPictureTaken -= ShowScorePopup;
PuzzleS (7 usages found)
ObjectiveStepBehaviour.cs (3 usages found)
76 PuzzleManager.Instance?.RegisterStepBehaviour(this);
86 PuzzleManager.Instance?.UnregisterStepBehaviour(this);
304 PuzzleManager.Instance?.MarkPuzzleStepCompleted(stepData);
PuzzleManager.cs (4 usages found)
102 SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
111 if (SceneManagerService.Instance != null)
113 SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
149 string currentScene = sceneName ?? SceneManagerService.Instance.CurrentGameplayScene;
StateMachines (2 usages found)
Quarry (2 usages found)
AnneLise (2 usages found)
TakePhotoState.cs (2 usages found)
39 InputManager.Instance.SetInputMode(InputMode.InputDisabled);
47 InputManager.Instance.SetInputMode(InputMode.Game);
UI (21 usages found)
Tutorial (2 usages found)
DivingTutorial.cs (2 usages found)
30 InputManager.Instance.RegisterOverrideConsumer(this);
39 InputManager.Instance.UnregisterOverrideConsumer(this);
MainMenu.cs (1 usage found)
12 await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
PauseMenu.cs (11 usages found)
71 SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
78 if (SceneManagerService.Instance != null)
80 SceneManagerService.Instance.SceneLoadCompleted -= SetPauseMenuByLevel;
122 InputManager.Instance.SetInputMode(InputMode.UI);
141 InputManager.Instance.SetInputMode(InputMode.GameAndUI);
162 await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
180 await SceneManagerService.Instance.ReloadCurrentScene(progress);
198 await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
201 await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
204 await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress);
207 await SceneManagerService.Instance.SwitchSceneAsync("DivingForPictures", progress);

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