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