Files
AppleHillsProduction/Assets/Scripts/Cinematics/SkipCinematic.cs
2025-10-13 09:22:18 +02:00

113 lines
3.1 KiB
C#

using Input;
using UnityEngine;
using UnityEngine.UI;
namespace Cinematics
{
public class SkipCinematic : MonoBehaviour, ITouchInputConsumer
{
[Header("Configuration")]
[SerializeField] private float holdDuration = 2.0f;
[SerializeField] private Image radialProgressBar;
private float _holdStartTime;
private bool _isHolding;
private bool _skipPerformed;
void Start()
{
// Reset the progress bar
if (radialProgressBar != null)
{
radialProgressBar.fillAmount = 0f;
}
}
void OnEnable()
{
// Register as override consumer when enabled
InputManager.Instance.RegisterOverrideConsumer(this);
}
void OnDisable()
{
// Unregister when disabled
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();
Debug.Log("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;
Debug.Log("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;
}
Debug.Log("Cinematic skip gesture canceled");
}
#endregion
}
}