Files
AppleHillsProduction/Assets/Scripts/Cinematics/SkipCinematic.cs
2025-11-10 23:18:01 +01:00

169 lines
5.2 KiB
C#

using Core;
using Core.Lifecycle;
using Input;
using UnityEngine;
using UnityEngine.UI;
namespace Cinematics
{
public class SkipCinematic : ManagedBehaviour, ITouchInputConsumer
{
[Header("Configuration")]
[SerializeField] private float holdDuration = 2.0f;
[SerializeField] private Image radialProgressBar;
private float _holdStartTime;
private bool _isHolding;
private bool _skipPerformed;
public override int ManagedAwakePriority => 180; // Cinematic UI
internal override void OnManagedStart()
{
// Reset the progress bar
if (radialProgressBar != null)
{
radialProgressBar.fillAmount = 0f;
}
// Subscribe to CinematicsManager events now that boot is complete
SubscribeToCinematicsEvents();
Logging.Debug("[SkipCinematic] Initialized");
}
protected override void OnDestroy()
{
base.OnDestroy();
// Clean up subscriptions
UnsubscribeFromCinematicsEvents();
}
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");
}
}
private void HandleCinematicStarted()
{
if (InputManager.Instance != null)
{
InputManager.Instance.RegisterOverrideConsumer(this);
}
}
private void HandleCinematicStopped()
{
if (InputManager.Instance != null)
{
InputManager.Instance.UnregisterOverrideConsumer(this);
}
}
void Update()
{
// Only process while cinematic is playing and we're holding
if (_isHolding && CinematicsManager.Instance.IsCinematicPlaying)
{
float holdTime = Time.time - _holdStartTime;
float progress = Mathf.Clamp01(holdTime / holdDuration);
// Update progress bar
if (radialProgressBar != null)
{
radialProgressBar.fillAmount = progress;
}
// Check if we've held long enough to skip
if (progress >= 1.0f && !_skipPerformed)
{
_skipPerformed = true;
DoSkipCinematic();
}
}
}
private void DoSkipCinematic()
{
CinematicsManager.Instance.SkipCurrentCinematic();
Logging.Debug("Cinematic skipped via touch hold");
// Reset UI
if (radialProgressBar != null)
{
radialProgressBar.fillAmount = 0f;
}
// Remember to clear up input override
InputManager.Instance.UnregisterOverrideConsumer(this);
}
#region ITouchInputConsumer Implementation
public void OnTap(Vector2 position)
{
// Not using tap for skipping
}
public void OnHoldStart(Vector2 position)
{
// Start tracking hold time
_isHolding = true;
_skipPerformed = false;
_holdStartTime = Time.time;
Logging.Debug("Starting cinematic skip gesture");
}
public void OnHoldMove(Vector2 position)
{
// Hold movement is tracked in Update method
}
public void OnHoldEnd(Vector2 position)
{
// Reset state when hold ends
_isHolding = false;
// Reset UI
if (radialProgressBar != null)
{
radialProgressBar.fillAmount = 0f;
}
Logging.Debug("Cinematic skip gesture canceled");
}
#endregion
}
}