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6 Commits
revamp_puz
...
197b7895e1
| Author | SHA1 | Date | |
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197b7895e1 | ||
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6c45c28364 | ||
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133f1094fb | ||
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17feef7945 | ||
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9de50c42bc | ||
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1d773823c4 |
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@@ -1,150 +0,0 @@
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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.
|
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/// </summary>
|
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public static class BootCompletionService
|
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{
|
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/// <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();
|
||||
}
|
||||
}
|
||||
}
|
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@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
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guid: aa0228cf33a64515bc166b7a9bc8c0b9
|
||||
timeCreated: 1760606319
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fdb797d6fcdc469bb9bfb9ad3c5f51b5
|
||||
timeCreated: 1760604860
|
||||
@@ -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}");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8968b564891a474baae157792b88e75f
|
||||
timeCreated: 1760613320
|
||||
@@ -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");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
|
||||
}
|
||||
|
||||
@@ -545,6 +545,167 @@ namespace Minigames.DivingForPictures
|
||||
_movementCoroutine = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Coroutine that checks for tiles to destroy periodically
|
||||
/// </summary>
|
||||
private IEnumerator TileDestructionRoutine()
|
||||
{
|
||||
const float checkInterval = 0.5f; // Check every half second
|
||||
Logging.Debug($"[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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,7 +23,7 @@ namespace Settings
|
||||
return entry.requiredOrientation;
|
||||
}
|
||||
// Default to Portrait if not found
|
||||
return ScreenOrientationRequirement.NotApplicable;
|
||||
return ScreenOrientationRequirement.Portrait;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,8 +3,7 @@
|
||||
public enum ScreenOrientationRequirement
|
||||
{
|
||||
Portrait,
|
||||
Landscape,
|
||||
NotApplicable
|
||||
Landscape
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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>
|
||||
|
||||
@@ -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}");
|
||||
|
||||
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b98977013f83da24a8e4aa17926525c6
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -1,2 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c0f21d12fb6a50242b483dbdc3a6a1df
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
@@ -1,7 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: faea13914b0c70740accf1eeb03f11aa
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -50,8 +50,8 @@ MonoBehaviour:
|
||||
smoothMoveSpeed: 8
|
||||
blockInputDuringBump: 0
|
||||
viewfinderPrefab: {fileID: 3191012273289593430, guid: 99666bddf27a652479c2a3e0007a94dc, type: 3}
|
||||
viewfinderShrinkDuration: 1
|
||||
viewfinderMoveSpeed: 3
|
||||
viewfinderShrinkDuration: 2
|
||||
viewfinderMoveSpeed: 2
|
||||
viewfinderShrinkCurve:
|
||||
serializedVersion: 2
|
||||
m_Curve:
|
||||
@@ -77,7 +77,7 @@ MonoBehaviour:
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
photoInputMode: 1
|
||||
paddingFactor: 1
|
||||
paddingFactor: 2
|
||||
minSizePercent: 0.15
|
||||
maxSizePercent: 1
|
||||
viewfinderStartScale: 1
|
||||
|
||||
@@ -5,9 +5,6 @@ EditorBuildSettings:
|
||||
m_ObjectHideFlags: 0
|
||||
serializedVersion: 2
|
||||
m_Scenes:
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/StartingScene.unity
|
||||
guid: cf01e2d0135b06c4486d00ef393d0274
|
||||
- enabled: 1
|
||||
path: Assets/Scenes/MainMenu.unity
|
||||
guid: b93f2f3b39a62684c8474ba79c8f698d
|
||||
|
||||
@@ -329,6 +329,42 @@ PlayerSettings:
|
||||
m_Height: 36
|
||||
m_Kind: 0
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
m_Width: 432
|
||||
m_Height: 432
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
m_Width: 324
|
||||
m_Height: 324
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
- {fileID: 2800000, guid: 00354ded9d8f8d643acc14837a229544, type: 3}
|
||||
m_Width: 216
|
||||
m_Height: 216
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 162
|
||||
m_Height: 162
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 108
|
||||
m_Height: 108
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 81
|
||||
m_Height: 81
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 192
|
||||
m_Height: 192
|
||||
@@ -359,42 +395,6 @@ PlayerSettings:
|
||||
m_Height: 36
|
||||
m_Kind: 1
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
m_Width: 432
|
||||
m_Height: 432
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
m_Width: 324
|
||||
m_Height: 324
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures:
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
- {fileID: 2800000, guid: 6767e1e5c0a16f14e926a72a81bf95cb, type: 3}
|
||||
m_Width: 216
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m_Height: 216
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 162
|
||||
m_Height: 162
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 108
|
||||
m_Height: 108
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_Textures: []
|
||||
m_Width: 81
|
||||
m_Height: 81
|
||||
m_Kind: 2
|
||||
m_SubKind:
|
||||
- m_BuildTarget: iPhone
|
||||
m_Icons:
|
||||
- m_Textures: []
|
||||
|
||||
Reference in New Issue
Block a user