scene fix
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@@ -24,6 +24,7 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
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private IDisposable _selectedSub;
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private IDisposable _returnToMainMenuSubscription;
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private bool _navigatingToGameplay;
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public ColorbookFlowController(
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IDrawingCatalogController drawingCatalog,
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@@ -37,6 +38,7 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
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_progression = progression;
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_scenes = scenes;
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_bus = bus;
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_selectedSub = _bus.Subscribe<DrawingSelectedSignal>(OnDrawingSelected);
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}
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public async UniTask StartAsync(CancellationToken cancellation = new CancellationToken())
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@@ -44,8 +46,7 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
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_returnToMainMenuSubscription = _bus.Subscribe<ReturnToMainMenuSignal>(OnReturnToMainMenu);
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_loadingScreen.SetProgress(1f);
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await _drawingCatalog.InitializeAsync(cancellation);
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_selectedSub = _bus.Subscribe<DrawingSelectedSignal>(OnDrawingSelected);
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_loadingScreen.Hide();
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if (!_navigatingToGameplay) _loadingScreen.Hide();
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}
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private void OnReturnToMainMenu(ReturnToMainMenuSignal signal)
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@@ -65,6 +66,7 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
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private void OnDrawingSelected(DrawingSelectedSignal signal)
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{
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_navigatingToGameplay = true;
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HandleSelectionAsync(signal.TemplateId).Forget();
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}
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@@ -13,6 +13,7 @@ using Darkmatter.Core.Contracts.Services.Gallery;
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using Darkmatter.Core.Contracts.Services.Scenes;
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using Darkmatter.Core.Data.Dynamic.Features.Progression;
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using Darkmatter.Core.Data.Signals.Features.Coloring;
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using Darkmatter.Core.Data.Signals.Features.Drawing;
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using Darkmatter.Core.Data.Signals.Features.ShapeBuilder;
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using Darkmatter.Core.Enums.Features.Progression;
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using Darkmatter.Core.Enums.Services.Scenes;
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@@ -109,8 +110,8 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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_loadingScreen.Show();
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_shapeBuilder.Clear();
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_coloring.Clear();
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await _scenes.LoadSceneAsync(GameScene.Colorbook, progress: null, cancellationToken: ct);
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await _scenes.UnloadSceneAsync(GameScene.Gameplay, progress: null, cancellationToken: ct);
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await _scenes.LoadSceneAsync(nameof(GameScene.Colorbook), progress: null, cancellationToken: ct);
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await _scenes.UnloadSceneAsync(nameof(GameScene.Gameplay), progress: null, cancellationToken: ct);
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}
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public async UniTask SaveAsync(CancellationToken ct)
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@@ -131,15 +132,17 @@ namespace Darkmatter.Features.GameplayFlow.Systems
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_loadingScreen.Show();
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_shapeBuilder.Clear();
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_coloring.Clear();
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await _scenes.LoadSceneAsync(GameScene.Colorbook, progress: null, cancellationToken: default);
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await _scenes.UnloadSceneAsync(GameScene.Gameplay, progress: null, cancellationToken: default);
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await _scenes.LoadSceneAsync(nameof(GameScene.Colorbook), progress: null, cancellationToken: default);
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await _scenes.UnloadSceneAsync(nameof(GameScene.Gameplay), progress: null, cancellationToken: default);
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return;
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}
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await _progression.SetLastOpenedAsync(nextId);
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_loadingScreen.Show();
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_shapeBuilder.Clear();
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_coloring.Clear();
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await _scenes.LoadSceneAsync(GameScene.Gameplay, progress: null, cancellationToken: default);
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await _scenes.LoadSceneAsync(nameof(GameScene.Colorbook), progress: null, cancellationToken: default);
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await _scenes.UnloadSceneAsync(nameof(GameScene.Gameplay), progress: null, cancellationToken: default);
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_bus.Publish(new DrawingSelectedSignal(nextId));
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}
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public void OnApplicationPaused()
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