Files
AppleHillsProduction/Assets/Scripts/UI/PlayerHudManager.cs
2025-11-09 00:20:48 +01:00

155 lines
4.1 KiB
C#

using Bootstrap;
using Cinematics;
using UnityEngine;
using Core;
using System;
using UnityEngine.UI;
using UnityEngine.Playables;
using Core.Lifecycle;
using JetBrains.Annotations;
public class PlayerHudManager : ManagedBehaviour
{
public enum UIMode { Overworld, Puzzle, Minigame, HideAll };
public UIMode currentUIMode;
private AppSwitcher _appSwitcher;
public GameObject landscapeObject;
public GameObject portraitObject;
public GameObject cinematicsParentObject;
public GameObject CinematicBackground;
public GameObject appSwitcher;
public GameObject eagleEye;
[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()
{
base.Awake();
if (Instance != null)
{
Destroy(this);
return;
}
_instance = this;
InitializeReferences();
}
protected override void OnManagedAwake()
{
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted += NewSceneLoaded;
}
if (SceneManagerService.Instance.CurrentGameplayScene == "AppleHillsOverworld")
{
NewSceneLoaded("AppleHillsOverworld");
}
if (SceneManagerService.Instance.CurrentGameplayScene == "StartingScene")
{
// TODO: Hide all UI until cinematics have played
NewSceneLoaded("AppleHillsOverworld");
}
}
private void InitializeReferences()
{
currentCinematicPlayer = landscapeObject;
playableDirector = cinematicsParentObject.GetComponent<PlayableDirector>();
cinematicSprites = currentCinematicPlayer.GetComponent<Image>();
cinematicBackgroundSprites = CinematicBackground.GetComponent<Image>();
}
private void UpateCinematicReferences(GameObject newCinematicPlayer)
{
currentCinematicPlayer = newCinematicPlayer;
cinematicSprites = currentCinematicPlayer.GetComponent<Image>();
}
public void SetPortraitMode(bool portraitModeEnable)
{
if (portraitModeEnable)
{
UpateCinematicReferences(portraitObject);
}
else
{
UpateCinematicReferences(landscapeObject);
}
}
public void NewSceneLoaded(string sceneName)
{
switch (sceneName)
{
case "AppleHillsOverworld":
UpdateUIMode(UIMode.Overworld);
break;
case "Quarry":
UpdateUIMode(UIMode.Puzzle);
break;
case "DivingForPictures":
UpdateUIMode(UIMode.Minigame);
break;
}
}
public void UpdateUIMode(UIMode mode)
{
switch (mode)
{
case UIMode.Overworld:
// Update currentUIMode var
currentUIMode = UIMode.Overworld;
// Show app switcher
appSwitcher.SetActive(true);
// Hide eagle eye
eagleEye.SetActive(false);
break;
case UIMode.Puzzle:
// Update currentUIMode var
currentUIMode = UIMode.Puzzle;
// Hide app switcher
appSwitcher.SetActive(false);
// show eagle eye
eagleEye.SetActive(true);
break;
case UIMode.Minigame:
// Update currentUIMode var
currentUIMode = UIMode.Minigame;
// Hide app switcher
appSwitcher.SetActive(false);
// Hide birds eye
eagleEye.SetActive(false);
break;
}
}
public void ToggleAppSwitcher(bool boo)
{
appSwitcher.SetActive(boo);
}
}