using Bootstrap; using Cinematics; using UnityEngine; using Core; using System; using UnityEngine.UI; using UnityEngine.Playables; using Core.Lifecycle; public class PlayerHudManager : ManagedBehaviour { private AppSwitcher _appSwitcher; public GameObject landscapeObject; public GameObject portraitObject; public GameObject cinematicsParentObject; public GameObject CinematicBackground; [HideInInspector] public Image cinematicSprites; [HideInInspector] public Image cinematicBackgroundSprites; [HideInInspector] public GameObject currentCinematicPlayer; [HideInInspector] public PlayableDirector playableDirector; private static PlayerHudManager _instance; public static PlayerHudManager Instance => _instance; private new void Awake() { if (Instance != null) { Destroy(this); return; } _instance = this; InitializeReferences(); } private void InitializeReferences() { currentCinematicPlayer = landscapeObject; playableDirector = cinematicsParentObject.GetComponent(); cinematicSprites = currentCinematicPlayer.GetComponent(); cinematicBackgroundSprites = CinematicBackground.GetComponent(); } private void UpateCinematicReferences(GameObject newCinematicPlayer) { currentCinematicPlayer = newCinematicPlayer; cinematicSprites = currentCinematicPlayer.GetComponent(); } public void SetPortraitMode(bool portraitModeEnable) { if (portraitModeEnable) { UpateCinematicReferences(portraitObject); } else { UpateCinematicReferences(landscapeObject); } } }