Files
AppleHillsProduction/Assets/Scripts/Minigames/DivingForPictures/Utilities/BottlePauser.cs
tschesky 5a85a602bd Revamp game pausing and input handling. Fix minigame tutorial and end sequence. (#39)
- Revamp pausing and centralize management in GameManager
- Switch Pause implementation to be counter-based to solve corner case of multiple pause requests
- Remove duplicated Pause logic from other components
- Add pausing when browsing the card album
- Fully deliver the exclusive UI implementation
- Spruce up the MiniGame tutorial with correct pausing, hiding other UI
- Correctly unpause after showing tutorial
- Fix minigame ending sequence. The cinematic correctly plays only once now
- Replaying the minigame works

Co-authored-by: Michal Adam Pikulski <michal@foolhardyhorizons.com>
Co-authored-by: Michal Pikulski <michal@foolhardyhorizons.com>
Reviewed-on: #39
2025-10-24 11:09:32 +00:00

26 lines
552 B
C#

using AppleHills.Core.Interfaces;
using UnityEngine;
namespace Minigames.DivingForPictures.Utilities
{
public class BottlePauser : MonoBehaviour, IPausable
{
[SerializeField] private WobbleBehavior wobbleReference;
private void Start()
{
DivingGameManager.Instance.RegisterPausableComponent(this);
}
public void Pause()
{
wobbleReference.enabled = false;
}
public void DoResume()
{
wobbleReference.enabled = true;
}
}
}