using System;
using System.Collections.Generic;
using Bootstrap;
using Core;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.Playables;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace Cinematics
{
///
/// Handles loading, playing and unloading cinematics
///
public class CinematicsManager : MonoBehaviour
{
public event System.Action OnCinematicStarted;
public event System.Action OnCinematicStopped;
private static CinematicsManager _instance;
private static bool _isQuitting;
private Image _cinematicSprites;
private bool _isCinematicPlaying = false;
public bool IsCinematicPlaying => _isCinematicPlaying;
// Dictionary to track addressable handles by PlayableDirector
private Dictionary> _addressableHandles
= new Dictionary>();
///
/// Singleton instance of the CinematicsManager. No longer creates an instance if one doesn't exist.
///
public static CinematicsManager Instance => _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()
{
// Subscribe to application quit event to ensure cleanup
Application.quitting += OnApplicationQuit;
}
private void OnDisable()
{
// Unsubscribe from application quit event
Application.quitting -= OnApplicationQuit;
// Clean up any remaining addressable handles when disabled
ReleaseAllHandles();
}
private void OnApplicationQuit()
{
_isQuitting = true;
ReleaseAllHandles();
}
///
/// Initializes required components for the CinematicsManager
///
private void InitializeComponents()
{
// Initialize PlayableDirector if not set
if (playableDirector == null)
{
playableDirector = GetComponent();
// If still null, try to add the component
if (playableDirector == null)
{
playableDirector = gameObject.AddComponent();
Debug.Log("[CinematicsManager] Added missing PlayableDirector component");
}
}
// Initialize _cinematicSprites if not set
if (_cinematicSprites == null)
{
// First try to find in children
_cinematicSprites = GetComponentInChildren(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.");
}
}
}
///
/// Plays a cinematic from an object reference and returns the PlayableDirector playing the timeline
///
public PlayableDirector PlayCinematic(PlayableAsset assetToPlay)
{
// Ensure components are initialized before playing
InitializeComponents();
if (_cinematicSprites != null)
{
_cinematicSprites.enabled = true;
}
playableDirector.stopped += OnPlayableDirectorStopped;
playableDirector.Play(assetToPlay);
Logging.Debug("Playing cinematic " + assetToPlay.name);
_isCinematicPlaying = true;
OnCinematicStarted?.Invoke();
return playableDirector;
}
void OnPlayableDirectorStopped(PlayableDirector director)
{
_cinematicSprites.enabled = false;
Logging.Debug("Cinematic stopped!");
_isCinematicPlaying = false;
OnCinematicStopped?.Invoke();
// Release the addressable handle associated with this director
ReleaseAddressableHandle(director);
}
///
/// Loads a playable from an asset path and plays it as a cinematic
///
public PlayableDirector LoadAndPlayCinematic(string key)
{
// Load the asset via addressables
var handle = Addressables.LoadAssetAsync(key);
var result = handle.WaitForCompletion();
// Store the handle for later release
_addressableHandles[playableDirector] = handle;
Logging.Debug($"[CinematicsManager] Loaded addressable cinematic: {key}");
return PlayCinematic(result);
}
///
/// Skips the currently playing cinematic if one is active
///
public void SkipCurrentCinematic()
{
if (playableDirector != null && playableDirector.state == PlayState.Playing)
{
Logging.Debug("Skipping current cinematic");
playableDirector.Stop();
}
}
///
/// Releases the addressable handle associated with a specific PlayableDirector
///
private void ReleaseAddressableHandle(PlayableDirector director)
{
if (_addressableHandles.TryGetValue(director, out var handle))
{
Logging.Debug($"[CinematicsManager] Releasing addressable handle for cinematic");
Addressables.Release(handle);
_addressableHandles.Remove(director);
}
}
///
/// Releases all active addressable handles
///
private void ReleaseAllHandles()
{
foreach (var handle in _addressableHandles.Values)
{
if (handle.IsValid())
{
Addressables.Release(handle);
}
}
_addressableHandles.Clear();
}
}
}