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28 Commits

Author SHA1 Message Date
Savya Bikram Shah
a15b08df0c Fix 2026-06-07 18:28:00 +05:45
Savya Bikram Shah
8c6962762c Minor ux fix 2026-06-07 17:35:10 +05:45
Savya Bikram Shah
fd3c13e470 Merge remote-tracking branch 'origin/work_branch' into savya 2026-06-07 17:23:07 +05:45
Savya Bikram Shah
7d85a0be1d rewareded ux fix 2026-06-07 17:22:43 +05:45
Mausham
f08635225d fixes 2026-06-07 17:21:48 +05:45
Savya Bikram Shah
36cf9cdad1 Merge remote-tracking branch 'origin/work_branch' into savya
# Conflicts:
#	ProjectSettings/ProjectSettings.asset
2026-06-07 16:59:51 +05:45
Mausham
435988ca70 added more diagram and animations 2026-06-07 16:58:17 +05:45
Savya Bikram Shah
176d95ec6a Heat fix by fps cap 2026-06-07 16:58:17 +05:45
Savya Bikram Shah
f63c0c9d5e shapes more visible 2026-06-07 16:22:03 +05:45
Mausham
4eccde41b5 Merge remote-tracking branch 'origin/savya' into work_branch 2026-06-07 16:09:47 +05:45
Mausham
68bea947fe tttt 2026-06-07 16:07:41 +05:45
Savya Bikram Shah
0b9d0ca8f2 fixes 2026-06-07 16:07:30 +05:45
Savya Bikram Shah
521b5c3b7d Intersterial Limit added 2026-06-07 15:57:31 +05:45
Mausham
ec4288e97a Merge remote-tracking branch 'origin/savya' into work_branch 2026-06-07 15:53:45 +05:45
Savya Bikram Shah
d406f41acc Bus and crash fixes UX improvements rewarded ads added 2026-06-07 15:53:16 +05:45
Savya Bikram Shah
144bac177f Ad frequency reduced 2026-06-07 14:17:07 +05:45
Savya Bikram Shah
a07f7618ab Meta and appflyer deeper intregration 2026-06-07 14:12:09 +05:45
Savya Bikram Shah
70b8dd2b95 Child directed made 2026-06-05 18:33:56 +05:45
Savya Bikram Shah
220d651cfb Tutorial fix 2026-06-05 18:33:39 +05:45
Savya Bikram Shah
e27d0e54cb UX updates 2026-06-05 18:00:22 +05:45
Savya Bikram Shah
dee4b004bd Ad units fixed 2026-06-04 13:37:21 +05:45
Savya Bikram Shah
2462d972e3 Ad ids fixed 2026-06-04 13:00:45 +05:45
Mausham
e3f047de2b Merge remote-tracking branch 'origin/savya' into work_branch 2026-06-03 10:54:02 +05:45
Savya Bikram Shah
0bfcfa3038 Tutorial done 2026-06-03 10:53:45 +05:45
Mausham
b4e0cb0530 Merge remote-tracking branch 'origin/savya' into work_branch
# Conflicts:
#	Assets/Darkmatter/Content/Fonts/static/Fredoka-Bold SDF Blue Outline.asset
2026-06-03 10:24:03 +05:45
Savya Bikram Shah
f81a17e1f5 fix 2026-06-02 13:06:40 +05:45
Mausham
abc3df086d Merge remote-tracking branch 'origin/savya' into work_branch
# Conflicts:
#	Assets/Darkmatter/Content/Fonts/static/Fredoka-SemiBold SDF.asset
2026-06-01 18:04:29 +05:45
Mausham
1641ed6b3c added some more figures 2026-06-01 18:01:04 +05:45
379 changed files with 31219 additions and 6071 deletions

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.DS_Store vendored

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7
.idea/.idea.Colorbook/.idea/discord.xml generated Normal file
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@@ -0,0 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="DiscordProjectSettings">
<option name="show" value="PROJECT_FILES" />
<option name="description" value="" />
</component>
</project>

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Assets/.DS_Store vendored

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@@ -15,7 +15,7 @@ MonoBehaviour:
m_DefaultGroup: 0e030d5498bfe4ffd8443c796618c539 m_DefaultGroup: 0e030d5498bfe4ffd8443c796618c539
m_currentHash: m_currentHash:
serializedVersion: 2 serializedVersion: 2
Hash: 00000000000000000000000000000000 Hash: f172661451d53007cd560d2db7f013f5
m_OptimizeCatalogSize: 0 m_OptimizeCatalogSize: 0
m_BuildRemoteCatalog: 0 m_BuildRemoteCatalog: 0
m_CatalogRequestsTimeout: 0 m_CatalogRequestsTimeout: 0

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@@ -33,6 +33,12 @@ MonoBehaviour:
m_SerializedLabels: m_SerializedLabels:
- drawing - drawing
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 239bd4d142f84024996594b45f4925d5
m_Address: Boat
m_ReadOnly: 0
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2d55441a1a6751c45bb9af623301426e - m_GUID: 2d55441a1a6751c45bb9af623301426e
m_Address: Car m_Address: Car
m_ReadOnly: 0 m_ReadOnly: 0
@@ -51,6 +57,12 @@ MonoBehaviour:
m_SerializedLabels: m_SerializedLabels:
- drawing - drawing
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 478bf0db3a98f1941a5d25414ba9f87d
m_Address: Train
m_ReadOnly: 0
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 62ae112e11b695a40b889d773a36f8bd - m_GUID: 62ae112e11b695a40b889d773a36f8bd
m_Address: Elephant m_Address: Elephant
m_ReadOnly: 0 m_ReadOnly: 0
@@ -63,6 +75,18 @@ MonoBehaviour:
m_SerializedLabels: m_SerializedLabels:
- drawing - drawing
FlaggedDuringContentUpdateRestriction: 0 FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 8cdc379bbe2529a419e5ce0eedcbb09e
m_Address: Giraffe
m_ReadOnly: 0
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 971be7b01d5eef24fa58094805ea92b9
m_Address: Kite
m_ReadOnly: 0
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 977dc7dac5ee6b543b8ed47c2299919e - m_GUID: 977dc7dac5ee6b543b8ed47c2299919e
m_Address: Airplane m_Address: Airplane
m_ReadOnly: 0 m_ReadOnly: 0

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@@ -1,5 +1,5 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: d63726aaa9398f341a1a923bc039c446 guid: 224a4c0e39279476aa91487a2572bbdd
folderAsset: yes folderAsset: yes
DefaultImporter: DefaultImporter:
externalObjects: {} externalObjects: {}

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@@ -0,0 +1,23 @@
using System.Threading;
using Cysharp.Threading.Tasks;
namespace Darkmatter.Core.Contracts.Features.SaveGate
{
/// <summary>
/// Cross-scene gate in front of "save to gallery": shows a kid-friendly prompt and, on confirm,
/// a rewarded ad. Root-scoped so any feature in any scene (capture, art book, …) can reuse it.
/// </summary>
public interface IRewardedSaveGate
{
/// <summary>
/// Shows the prompt and (on Watch) a rewarded ad. Returns true if the caller should save.
/// </summary>
UniTask<bool> RequestSaveAsync(CancellationToken cancellationToken = default);
/// <summary>
/// Briefly shows the shared "Saved to gallery!" confirmation. For callers without their own
/// success popup (e.g. the art book). No-op if the overlay has no success panel wired.
/// </summary>
UniTask ShowSavedAsync(CancellationToken cancellationToken = default);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c8ca87e84abf64a0eb0c32de824318b6

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: fac6898f446df4a8e994fa47eed10068
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,14 @@
namespace Darkmatter.Core.Contracts.Features.Tutorial
{
/// <summary>
/// Decides whether the one-time tutorial should run, and records that it has been completed.
/// </summary>
public interface ITutorialGate
{
/// <summary>True only for a genuine first-time player who has not finished the tutorial.</summary>
bool ShouldRun { get; }
/// <summary>Persist that the tutorial is done so it never runs again.</summary>
void MarkCompleted();
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e7c2fc9f6a9354a068fdc7d9ed5aa4ad

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@@ -0,0 +1,41 @@
using System.Threading;
using Cysharp.Threading.Tasks;
using Darkmatter.Core.Enums.Features.Tutorial;
using UnityEngine;
namespace Darkmatter.Core.Contracts.Features.Tutorial
{
/// <summary>
/// Full-screen guidance overlay: a dim frame with a cut-out "hole" over a target element,
/// an animated hand + halo, and an instruction bubble. Lives on a persistent root-scoped
/// Canvas so it survives scene swaps (mirrors the loading screen).
/// </summary>
public interface ITutorialOverlay
{
/// <summary>True once the view is initialised and safe to drive.</summary>
bool IsReady { get; }
/// <summary>
/// Spotlight a single tap target. When <paramref name="target"/> is null the dim/hole are
/// skipped and only a centered bubble is shown (a non-blocking hint).
/// When <paramref name="blockInput"/> is true every touch outside the hole is swallowed.
/// <paramref name="placement"/> overrides where the instruction bubble sits; <paramref name="offset"/>
/// nudges it from that slot (px, +x right / +y up).
/// </summary>
void ShowTap(RectTransform target, string message, bool blockInput, BubblePlacement placement = BubblePlacement.Auto, Vector2 offset = default);
/// <summary>
/// Spotlight a drag gesture from <paramref name="from"/> to <paramref name="to"/>. Input is
/// never blocked here, so the dragged piece can render above the dim.
/// <paramref name="placement"/> overrides where the instruction bubble sits; <paramref name="offset"/>
/// nudges it from that slot (px, +x right / +y up).
/// </summary>
void ShowDrag(RectTransform from, RectTransform to, string message, BubblePlacement placement = BubblePlacement.Auto, Vector2 offset = default);
/// <summary>Hide everything immediately (used across scene swaps).</summary>
void HideInstant();
/// <summary>Show a centered celebratory bubble for a short beat, then hide.</summary>
UniTask ShowToastAsync(string message, CancellationToken ct, BubblePlacement placement = BubblePlacement.Auto, Vector2 offset = default);
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 1fae7a22d89c64857af91268a55bd564

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@@ -0,0 +1,51 @@
namespace Darkmatter.Core.Contracts.Services.Analytics
{
/// <summary>
/// Canonical analytics event names. Use these constants everywhere — never raw strings — so the
/// Firebase and Facebook sinks stay identical and typo-free. GA4 limit: 500 distinct event names.
/// Names are snake_case and &lt;= 40 chars (Facebook App Events limit). Lives in Core so any feature
/// or service can reference them alongside <see cref="IAnalyticsService"/>.
/// </summary>
public static class AnalyticsEvents
{
// Onboarding / activation funnel
public const string IntroStarted = "intro_started";
public const string IntroCompleted = "intro_completed";
public const string TutorialStarted = "tutorial_started";
public const string TutorialStepCompleted = "tutorial_step_completed";
public const string TutorialCompleted = "tutorial_completed";
public const string PlayClicked = "play_clicked";
public const string FirstDrawingStarted = "first_drawing_started";
// Navigation
public const string ColorbookOpened = "colorbook_opened";
public const string ArtbookOpened = "artbook_opened";
public const string MainMenuReturned = "main_menu_returned";
// Core gameplay loop
public const string DrawingSelected = "drawing_selected";
public const string DrawingStarted = "drawing_started";
public const string DrawingCompleted = "drawing_completed";
public const string DrawingAbandoned = "drawing_abandoned";
public const string DrawingSaved = "drawing_saved";
public const string ShapeBuilderStarted = "shape_builder_started";
public const string ShapeAssembled = "shape_assembled";
public const string ColorApplied = "color_applied";
// Progression & content (GA4 recommended level_start / level_complete)
public const string LevelStart = "level_start";
public const string LevelComplete = "level_complete";
public const string AllContentCompleted = "all_content_completed";
// Gallery capture (pre-existing)
public const string GallerySaveStarted = "gallery_save_started";
public const string GallerySaveCompleted = "gallery_save_completed";
// Monetization (GA4 recommended ad_impression)
public const string AdImpression = "ad_impression";
public const string AdClicked = "ad_clicked";
// Friction
public const string ErrorShown = "error_shown";
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 44ad2e947d64f40a38febad220fa92a1

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@@ -0,0 +1,39 @@
namespace Darkmatter.Core.Contracts.Services.Analytics
{
/// <summary>
/// Canonical analytics parameter keys. Pass a consistent set on every gameplay event so reports can
/// answer "which drawing did people quit on", not just "how many quit". Each key used in reports must
/// be registered as a Custom Dimension in the Firebase console. GA4 limit: 25 params per event.
/// GA4-recommended events (level_start/level_complete/ad_impression) reuse GA4's reserved param names
/// (level_name, success, value, currency, ad_platform, ad_format, ad_unit_name) so they're recognised.
/// </summary>
public static class AnalyticsParams
{
// Content identity
public const string DrawingId = "drawing_id";
public const string LevelName = "level_name"; // GA4 reserved (level_start/level_complete)
// Tutorial
public const string StepId = "step_id";
public const string StepIndex = "step_index";
// Gameplay metrics
public const string DurationSeconds = "duration_seconds";
public const string ColorsUsed = "colors_used";
public const string Attempts = "attempts";
public const string ApplyIndex = "apply_index";
public const string CompletionCount = "completion_count";
public const string Success = "success"; // GA4 reserved (level_complete)
// Monetization (GA4 ad_impression reserved names)
public const string Value = "value";
public const string Currency = "currency";
public const string Precision = "precision";
public const string AdPlatform = "ad_platform";
public const string AdFormat = "ad_format";
public const string AdUnitName = "ad_unit_name";
// Friction
public const string ErrorType = "error_type";
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3a7d4e7d6ad7e4ba39f557ddc970890c

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@@ -0,0 +1,7 @@
namespace Darkmatter.Core.Data.Signals.Features.AppBoot;
/// <summary>
/// Raised when the intro/logo video begins playing at app boot. Paired with
/// <see cref="IntroCompletedSignal"/> to bound the top of the activation funnel.
/// </summary>
public record struct IntroStartedSignal();

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: ebc4c1a0dab8d4b4fb95428c30f57f35

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@@ -0,0 +1,10 @@
namespace Darkmatter.Core.Data.Signals.Features.Coloring
{
/// <summary>
/// Raised the moment every region of the current drawing has been painted away from its authored
/// (uncoloured) default — i.e. the picture is fully coloured. Published right after the
/// <see cref="ColorAppliedSignal"/> that completes it. Used by the onboarding tutorial to hold the
/// "Tap Next" prompt until the child has coloured the whole picture.
/// </summary>
public record struct AllRegionsColoredSignal;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 381ea33520a140d8b5639279c5390d2c

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@@ -0,0 +1,6 @@
using UnityEngine;
namespace Darkmatter.Core.Data.Signals.Features.Coloring
{
public record struct ColorSelectedSignal(int Index, Color Color);
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: df1823d5d5df7469781b42466c308ecc

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@@ -0,0 +1,6 @@
namespace Darkmatter.Core
{
// Published by the catalog presenter once the drawing grid is populated and on screen.
// Namespace matches the sibling OpenColorBookSignal so existing catalog code needs no new using.
public record struct DrawingCatalogReadySignal;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e71fd9bc94a644ced8b0a141f058291b

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@@ -0,0 +1,8 @@
namespace Darkmatter.Core.Data.Signals.Features.GameplayFlow
{
/// <summary>
/// Raised once the player has completed every drawing in the catalog (no content left). Published by
/// the gameplay flow, which owns the catalog + progression; analytics dedupes it to once-ever.
/// </summary>
public record struct AllContentCompletedSignal(int CompletedCount);
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3dc3c138deba5452ebb0d84ad3d4bf44

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 3aee861659cfe43c4b48d513479c2d7d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,4 @@
namespace Darkmatter.Core.Data.Signals.Features.Tutorial
{
public record struct TutorialCompletedSignal;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e3b50d1afc8134a0f8ae92b6c0590bdb

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@@ -0,0 +1,4 @@
namespace Darkmatter.Core.Data.Signals.Features.Tutorial
{
public record struct TutorialStartedSignal;
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 3aeb975bb1d6a45aca5c86ddf72bee22

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@@ -0,0 +1,4 @@
namespace Darkmatter.Core.Data.Signals.Features.Tutorial
{
public record struct TutorialStepCompletedSignal(string StepId, int StepIndex);
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 11b2e1b23836f4664be3a84389c1c364

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@@ -6,9 +6,13 @@ namespace Darkmatter.Core.Data.Static.Features.ShapeBuilder
menuName = "Darkmatter/ShapeBuilder/Config")] menuName = "Darkmatter/ShapeBuilder/Config")]
public sealed class ShapeBuilderConfig : ScriptableObject public sealed class ShapeBuilderConfig : ScriptableObject
{ {
[Header("Radii (canvas units; reference resolution 2048x2048)")] // Single catch radius for both preview and snap, expressed as a multiple of
[SerializeField] private float snapRadius = 100f; // EACH slot's own half-diagonal — so a big slot gets a big catch and a small
[SerializeField] private float previewRadius = 200f; // slot a small one, instead of one flat distance for all. 1 = exactly the
// slot's circumscribed circle; larger = more forgiving. Computed in canvas
// reference units, so it feels the same on every screen resolution/aspect.
[Header("Catch radius (multiple of slot half-diagonal)")]
[SerializeField, Range(0.25f, 2.5f)] private float catchRadiusScale = 1.1f;
[Header("Tween durations (seconds)")] [Header("Tween durations (seconds)")]
[SerializeField] private float snapDuration = 0.25f; [SerializeField] private float snapDuration = 0.25f;
@@ -18,16 +22,11 @@ namespace Darkmatter.Core.Data.Static.Features.ShapeBuilder
[SerializeField, Range(1f, 2f)] private float dragScale = 1.15f; [SerializeField, Range(1f, 2f)] private float dragScale = 1.15f;
[SerializeField, Range(0f, 1f)] private float dragAlpha = 0.7f; [SerializeField, Range(0f, 1f)] private float dragAlpha = 0.7f;
[Header("Preview easing")] public float CatchRadiusScale => catchRadiusScale;
[SerializeField] private AnimationCurve previewCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
public float SnapRadius => snapRadius;
public float PreviewRadius => previewRadius;
public float SnapDuration => snapDuration; public float SnapDuration => snapDuration;
public float ReturnDuration => returnDuration; public float ReturnDuration => returnDuration;
public float DragScale => dragScale; public float DragScale => dragScale;
public float DragAlpha => dragAlpha; public float DragAlpha => dragAlpha;
public AnimationCurve PreviewCurve => previewCurve;
public Vector2 DragSizeDelta(ShapeSO shape) => public Vector2 DragSizeDelta(ShapeSO shape) =>
shape != null ? shape.DefaultSizeDelta : new Vector2(256, 256); shape != null ? shape.DefaultSizeDelta : new Vector2(256, 256);

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 1cda3e3840cbd4eccbe7ad810dee920d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
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@@ -0,0 +1,82 @@
using Darkmatter.Core.Enums.Features.Tutorial;
using UnityEngine;
namespace Darkmatter.Core.Data.Static.Features.Tutorial
{
/// <summary>
/// Designer-tunable copy and timing for the one-time onboarding tutorial. The step *sequence*
/// is fixed in TutorialDirector; only the wording, the spotlight padding and the per-step
/// watchdog timeout live here.
/// </summary>
[CreateAssetMenu(fileName = "TutorialStepsConfig",
menuName = "Darkmatter/Tutorial/Steps Config")]
public sealed class TutorialStepsConfig : ScriptableObject
{
[Header("Step copy (kept short for young readers)")]
[SerializeField] private string pickText = "Pick a picture to start!";
[SerializeField] private string dragText = "Drag the piece to its spot!";
[SerializeField] private string finishText = "Now finish the puzzle!";
[SerializeField] private string colorText = "Choose a color!";
[SerializeField] private string paintText = "Tap the picture to color it!";
[SerializeField] private string finishColoringText = "Color the whole picture!";
[SerializeField] private string nextText = "Tap Next when you're done!";
[SerializeField] private string doneText = "Yay! You did it!";
[Header("Bubble placement + offset per step (Auto = smart; offset nudges from the slot in px, +x right / +y up)")]
[SerializeField] private BubblePlacement pickBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 pickBubbleOffset;
[SerializeField] private BubblePlacement dragBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 dragBubbleOffset;
[SerializeField] private BubblePlacement finishBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 finishBubbleOffset;
[SerializeField] private BubblePlacement colorBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 colorBubbleOffset;
[SerializeField] private BubblePlacement paintBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 paintBubbleOffset;
[SerializeField] private BubblePlacement finishColoringBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 finishColoringBubbleOffset;
[SerializeField] private BubblePlacement nextBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 nextBubbleOffset;
[SerializeField] private BubblePlacement doneBubble = BubblePlacement.Auto;
[SerializeField] private Vector2 doneBubbleOffset;
[Header("Watchdog")]
[Tooltip("Timeout (s) while waiting for a SYSTEM precondition (scene/catalog/regions ready). If it " +
"doesn't arrive the tutorial fails open so the player is never trapped.")]
[SerializeField] private float stepTimeoutSeconds = 45f;
[Tooltip("Timeout (s) while waiting for the CHILD's own action (drag/tap/paint). 0 = no timeout: " +
"the hint stays until they do it. Set a large value if you want a safety net instead.")]
[SerializeField] private float actionTimeoutSeconds;
public string PickText => pickText;
public string DragText => dragText;
public string FinishText => finishText;
public string ColorText => colorText;
public string PaintText => paintText;
public string FinishColoringText => finishColoringText;
public string NextText => nextText;
public string DoneText => doneText;
public BubblePlacement PickBubble => pickBubble;
public BubblePlacement DragBubble => dragBubble;
public BubblePlacement FinishBubble => finishBubble;
public BubblePlacement ColorBubble => colorBubble;
public BubblePlacement PaintBubble => paintBubble;
public BubblePlacement FinishColoringBubble => finishColoringBubble;
public BubblePlacement NextBubble => nextBubble;
public BubblePlacement DoneBubble => doneBubble;
public Vector2 PickBubbleOffset => pickBubbleOffset;
public Vector2 DragBubbleOffset => dragBubbleOffset;
public Vector2 FinishBubbleOffset => finishBubbleOffset;
public Vector2 ColorBubbleOffset => colorBubbleOffset;
public Vector2 PaintBubbleOffset => paintBubbleOffset;
public Vector2 FinishColoringBubbleOffset => finishColoringBubbleOffset;
public Vector2 NextBubbleOffset => nextBubbleOffset;
public Vector2 DoneBubbleOffset => doneBubbleOffset;
public float StepTimeoutSeconds => stepTimeoutSeconds;
public float ActionTimeoutSeconds => actionTimeoutSeconds;
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 5c513430cc85f4357b3df1da019bf554

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 4b28ea43ea1b942cab1264b52ec34a60
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,16 @@
namespace Darkmatter.Core.Enums.Features.Tutorial
{
/// <summary>
/// Where the tutorial instruction bubble sits for a given step. <see cref="Auto"/> keeps the
/// smart default (sits opposite the spotlighted target so it never covers it; pinned to a screen
/// edge for the drag step; upper-centre for target-less hints). The other values override that
/// with a fixed vertical slot, horizontally centred.
/// </summary>
public enum BubblePlacement
{
Auto,
Top,
Center,
Bottom,
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 61e68e58d45cf4314886e2a414e3856d

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@@ -30,6 +30,9 @@ namespace Darkmatter.Features.AppBoot.Flow
public async UniTask StartAsync(CancellationToken cancellation = default) public async UniTask StartAsync(CancellationToken cancellation = default)
{ {
#if UNITY_ANDROID || UNITY_IOS
Application.targetFrameRate = 60;
#endif
Screen.sleepTimeout = SleepTimeout.NeverSleep; Screen.sleepTimeout = SleepTimeout.NeverSleep;
await _progression.LoadAsync(); await _progression.LoadAsync();
@@ -44,6 +47,7 @@ namespace Darkmatter.Features.AppBoot.Flow
player.loopPointReached += OnDone; player.loopPointReached += OnDone;
player.Play(); player.Play();
_eventBus.Publish(new IntroStartedSignal());
await _sceneService.LoadSceneAsync(nameof(GameScene.MainMenu), null, cancellation); await _sceneService.LoadSceneAsync(nameof(GameScene.MainMenu), null, cancellation);
await tcs.Task.AttachExternalCancellation(cancellation); await tcs.Task.AttachExternalCancellation(cancellation);

View File

@@ -5,6 +5,7 @@ using Cysharp.Threading.Tasks;
using Darkmatter.Core; using Darkmatter.Core;
using Darkmatter.Core.Contracts.Features.DrawingCatalog; using Darkmatter.Core.Contracts.Features.DrawingCatalog;
using Darkmatter.Core.Contracts.Features.Progression; using Darkmatter.Core.Contracts.Features.Progression;
using Darkmatter.Core.Contracts.Features.SaveGate;
using Darkmatter.Core.Contracts.Services.Gallery; using Darkmatter.Core.Contracts.Services.Gallery;
using Darkmatter.Core.Data.Signals.Features.Drawing; using Darkmatter.Core.Data.Signals.Features.Drawing;
using Darkmatter.Libs.Observer; using Darkmatter.Libs.Observer;
@@ -22,6 +23,7 @@ namespace Darkmatter.Features.Artbook
private readonly IProgressionSystem _progression; private readonly IProgressionSystem _progression;
private readonly IDrawingTemplateCatalog _catalog; private readonly IDrawingTemplateCatalog _catalog;
private readonly IGalleryService _gallery; private readonly IGalleryService _gallery;
private readonly IRewardedSaveGate _saveGate;
private readonly List<ArtbookEntry> _entries = new(); private readonly List<ArtbookEntry> _entries = new();
private readonly List<Sprite> _ownedSprites = new(); private readonly List<Sprite> _ownedSprites = new();
@@ -36,13 +38,15 @@ namespace Darkmatter.Features.Artbook
IEventBus eventBus, IEventBus eventBus,
IProgressionSystem progression, IProgressionSystem progression,
IDrawingTemplateCatalog catalog, IDrawingTemplateCatalog catalog,
IGalleryService gallery) IGalleryService gallery,
IRewardedSaveGate saveGate)
{ {
_view = view; _view = view;
_eventBus = eventBus; _eventBus = eventBus;
_progression = progression; _progression = progression;
_catalog = catalog; _catalog = catalog;
_gallery = gallery; _gallery = gallery;
_saveGate = saveGate;
} }
public void Start() public void Start()
@@ -151,7 +155,11 @@ namespace Darkmatter.Features.Artbook
{ {
if (!entry.HasValue || entry.Value.Thumbnail == null) return; if (!entry.HasValue || entry.Value.Thumbnail == null) return;
var ct = _cts?.Token ?? CancellationToken.None; var ct = _cts?.Token ?? CancellationToken.None;
// Same kid-friendly prompt + rewarded ad as the gameplay save button.
if (!await _saveGate.RequestSaveAsync(ct)) return;
await _gallery.SaveImageAsync(entry.Value.Thumbnail, entry.Value.Name, ct); await _gallery.SaveImageAsync(entry.Value.Thumbnail, entry.Value.Name, ct);
// The art book has no success popup of its own, so use the shared toast.
await _saveGate.ShowSavedAsync(ct);
} }
private void HandleLeftEditClicked() => OpenForEdit(GetLeftEntry()); private void HandleLeftEditClicked() => OpenForEdit(GetLeftEntry());

View File

@@ -18,6 +18,7 @@ namespace Darkmatter.Features.Capture
builder.RegisterInstance(new CaptureConfig(captureScale)); builder.RegisterInstance(new CaptureConfig(captureScale));
builder.Register<ICaptureFeature, CaptureSystem>(Lifetime.Singleton); builder.Register<ICaptureFeature, CaptureSystem>(Lifetime.Singleton);
// IRewardedSaveGate is resolved from the root scope (SaveGateModule in Boot).
if (captureButtonView != null) if (captureButtonView != null)
builder.RegisterEntryPoint<CaptureButtonPresenter>().WithParameter(captureButtonView); builder.RegisterEntryPoint<CaptureButtonPresenter>().WithParameter(captureButtonView);

View File

@@ -1,6 +1,8 @@
using System; using System;
using System.Threading;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Darkmatter.Core.Contracts.Features.Capture; using Darkmatter.Core.Contracts.Features.Capture;
using Darkmatter.Core.Contracts.Features.SaveGate;
using VContainer.Unity; using VContainer.Unity;
namespace Darkmatter.Features.Capture.UI namespace Darkmatter.Features.Capture.UI
@@ -9,15 +11,20 @@ namespace Darkmatter.Features.Capture.UI
{ {
private readonly CaptureButtonView _view; private readonly CaptureButtonView _view;
private readonly ICaptureFeature _capture; private readonly ICaptureFeature _capture;
private readonly IRewardedSaveGate _saveGate;
public CaptureButtonPresenter(CaptureButtonView view, ICaptureFeature capture) private CancellationTokenSource _cts;
public CaptureButtonPresenter(CaptureButtonView view, ICaptureFeature capture, IRewardedSaveGate saveGate)
{ {
_view = view; _view = view;
_capture = capture; _capture = capture;
_saveGate = saveGate;
} }
public void Start() public void Start()
{ {
_cts = new CancellationTokenSource();
_view.OnCaptureClicked += HandleCaptureClicked; _view.OnCaptureClicked += HandleCaptureClicked;
} }
@@ -25,11 +32,16 @@ namespace Darkmatter.Features.Capture.UI
private async UniTaskVoid CaptureAsync() private async UniTaskVoid CaptureAsync()
{ {
var ct = _cts?.Token ?? CancellationToken.None;
_view.SetInteractable(false); _view.SetInteractable(false);
try try
{ {
await _capture.CapturePngAsync(saveToGallery: true); // Kid-friendly prompt + rewarded ad (shared, cross-scene gate). The save then
// publishes the existing signals that drive the "Saved to gallery!" popup.
if (await _saveGate.RequestSaveAsync(ct))
await _capture.CapturePngAsync(saveToGallery: true, ct);
} }
catch (OperationCanceledException) { }
finally finally
{ {
_view.SetInteractable(true); _view.SetInteractable(true);
@@ -39,6 +51,9 @@ namespace Darkmatter.Features.Capture.UI
public void Dispose() public void Dispose()
{ {
_view.OnCaptureClicked -= HandleCaptureClicked; _view.OnCaptureClicked -= HandleCaptureClicked;
_cts?.Cancel();
_cts?.Dispose();
_cts = null;
} }
} }
} }

View File

@@ -28,6 +28,7 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
private IDisposable _selectedSub; private IDisposable _selectedSub;
private IDisposable _returnToMainMenuSubscription; private IDisposable _returnToMainMenuSubscription;
private bool _navigatingToGameplay; private bool _navigatingToGameplay;
private int _selectCount;
private CancellationTokenSource _scopeCts; private CancellationTokenSource _scopeCts;
public ColorbookFlowController( public ColorbookFlowController(
@@ -50,12 +51,21 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
public async UniTask StartAsync(CancellationToken cancellation = new CancellationToken()) public async UniTask StartAsync(CancellationToken cancellation = new CancellationToken())
{ {
_scopeCts = CancellationTokenSource.CreateLinkedTokenSource(cancellation); _scopeCts = CancellationTokenSource.CreateLinkedTokenSource(cancellation);
// Grab the token value up front. If the scope is torn down (scene unload) while the
// init below is in flight, the await resumes during disposal — when _scopeCts is already
// disposed and its .Token getter would throw ObjectDisposedException. The captured struct
// stays safe to read.
var ct = _scopeCts.Token;
_returnToMainMenuSubscription = _bus.Subscribe<ReturnToMainMenuSignal>(OnReturnToMainMenu); _returnToMainMenuSubscription = _bus.Subscribe<ReturnToMainMenuSignal>(OnReturnToMainMenu);
_loadingScreen.SetProgress(1f); _loadingScreen.SetProgress(1f);
await _drawingCatalog.InitializeAsync(cancellation); await _drawingCatalog.InitializeAsync(ct);
// scope disposed mid-init; nothing left to do. Check the external token too — it's the
// one VContainer cancels on teardown, and the linked _scopeCts may lag the callback order.
if (cancellation.IsCancellationRequested || ct.IsCancellationRequested) return;
if (!_navigatingToGameplay) _loadingScreen.Hide(); if (!_navigatingToGameplay) _loadingScreen.Hide();
PrewarmInterstitialAdAsync(_scopeCts.Token).Forget(); PrewarmInterstitialAdAsync(ct).Forget();
} }
private async UniTaskVoid PrewarmInterstitialAdAsync(CancellationToken ct) private async UniTaskVoid PrewarmInterstitialAdAsync(CancellationToken ct)
@@ -101,9 +111,14 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
_loadingScreen.Show(); _loadingScreen.Show();
_loadingScreen.SetProgress(0f); _loadingScreen.SetProgress(0f);
// Fire the interstitial but never await it: the ad overlays the transition while the level // Frequency cap: show an interstitial on every 2nd level open (2nd, 4th, ...). On skip turns
// loads underneath, so a missed/dropped ad callback can't stall the flow at 0% anymore. // just keep one prewarmed so the next show has an ad ready. Fire-and-forget either way — the
ShowInterstitialAdAsync(ct).Forget(); // ad overlays the transition while the level loads underneath, so a missed/dropped ad callback
// can't stall the flow at 0% anymore.
if (++_selectCount % 2 == 0)
ShowInterstitialAdAsync(ct).Forget();
else
PrewarmInterstitialAdAsync(ct).Forget();
try try
{ {

View File

@@ -79,6 +79,21 @@ public class ColoringController : IColoringController, IDisposable
if (from != color) if (from != color)
_history.Push(new ColorRegionCommand(region, from, color)); _history.Push(new ColorRegionCommand(region, from, color));
_bus.Publish(new ColorAppliedSignal(regionId, color)); _bus.Publish(new ColorAppliedSignal(regionId, color));
if (AllRegionsColored())
_bus.Publish(new AllRegionsColoredSignal());
}
// True once every region has been painted away from its authored (uncoloured) default.
private bool AllRegionsColored()
{
if (_regions.Count == 0) return false;
foreach (var region in _regions)
{
if (region == null) continue;
if (_authoredColors.TryGetValue(region.RegionId, out var authored) && region.Color == authored)
return false;
}
return true;
} }
public IReadOnlyDictionary<string, Color> GetCurrentColors() public IReadOnlyDictionary<string, Color> GetCurrentColors()

View File

@@ -1,11 +1,20 @@
using System; using System;
using Darkmatter.Core.Contracts.Features.Coloring; using Darkmatter.Core.Contracts.Features.Coloring;
using Darkmatter.Core.Data.Signals.Features.Coloring;
using Darkmatter.Libs.Observer;
using UnityEngine; using UnityEngine;
namespace Darkmatter.Features.Coloring.Systems; namespace Darkmatter.Features.Coloring.Systems;
public class ColoringStateRepository public class ColoringStateRepository
{ {
private readonly IEventBus _bus;
public ColoringStateRepository(IEventBus bus)
{
_bus = bus;
}
public IColorPalette SelectedPalette { get; private set; } public IColorPalette SelectedPalette { get; private set; }
public int SelectedIndex { get; private set; } public int SelectedIndex { get; private set; }
public Color SelectedColor => public Color SelectedColor =>
@@ -29,5 +38,9 @@ public class ColoringStateRepository
if (idx < 0) return; if (idx < 0) return;
SelectedIndex = idx; SelectedIndex = idx;
SelectedIndexChanged?.Invoke(); SelectedIndexChanged?.Invoke();
// Surface the user's colour pick on the bus so the tutorial (a root-scoped service that
// can't reach this scene-scoped repository directly) can detect it. Only fires on an actual
// SelectColor — not on the default selection made in SetPalette.
_bus.Publish(new ColorSelectedSignal(idx, color));
} }
} }

View File

@@ -25,10 +25,16 @@ namespace Darkmatter.Features.Coloring.UI
rt.localScale = startScale; rt.localScale = startScale;
rt.localRotation = Quaternion.identity; rt.localRotation = Quaternion.identity;
await Tween.Scale(rt, endScale, duration, ease).ToUniTask(cancellationToken: ct); await Tween.Scale(rt, endScale, duration, ease).ToUniTask(cancellationToken: ct);
// The view can be destroyed mid-animation (flow advances, Back/Clear, scene teardown).
// PrimeTween auto-stops the tween on target death and ToUniTask resolves normally, so
// re-check the (Unity fake-null) transform before touching it again — otherwise the
// localRotation write below hits a freed native object and throws NullReferenceException.
if (rt == null) return;
await Tween.LocalRotation(rt, new Vector3(0f, 0f, wiggleAngle), wiggleDuration, Ease.InOutSine, await Tween.LocalRotation(rt, new Vector3(0f, 0f, wiggleAngle), wiggleDuration, Ease.InOutSine,
cycles: wiggleCycles * 2, cycleMode: CycleMode.Yoyo) cycles: wiggleCycles * 2, cycleMode: CycleMode.Yoyo)
.ToUniTask(cancellationToken: ct); .ToUniTask(cancellationToken: ct);
if (rt == null) return;
rt.localRotation = Quaternion.identity; rt.localRotation = Quaternion.identity;
} }

View File

@@ -122,6 +122,9 @@ namespace Darkmatter.Features.DrawingCatalog
// Unblock InitializeAsync: items are now on screen, so the loading screen can hide. // Unblock InitializeAsync: items are now on screen, so the loading screen can hide.
_controller.NotifyPopulated(); _controller.NotifyPopulated();
// Cue the first-run tutorial that the catalog grid is on screen and tappable.
_eventBus.Publish(new DrawingCatalogReadySignal());
} }
public void Dispose() public void Dispose()

View File

@@ -43,6 +43,7 @@ namespace Darkmatter.Features.GameplayFlow.Systems
private IDrawingTemplate _template; private IDrawingTemplate _template;
private string _templateId; private string _templateId;
private DrawingPhase _phase = DrawingPhase.ShapeBuilding; private DrawingPhase _phase = DrawingPhase.ShapeBuilding;
private bool _allContentReported;
private IDisposable _assembledSub; private IDisposable _assembledSub;
private IDisposable _colorAppliedSub; private IDisposable _colorAppliedSub;
@@ -151,6 +152,16 @@ namespace Darkmatter.Features.GameplayFlow.Systems
var progressAfter = _progression.GetProgress(_templateId); var progressAfter = _progression.GetProgress(_templateId);
_bus.Publish(new DrawingCompletedSignal(_templateId, progressAfter?.completionCount ?? 1)); _bus.Publish(new DrawingCompletedSignal(_templateId, progressAfter?.completionCount ?? 1));
// Player has cleared the whole catalog → surface the "ran out of content" milestone. Guarded
// per session here; analytics dedupes it to once-ever.
if (!_allContentReported &&
_catalog.AllTemplateIds.Count > 0 &&
_progression.CompletedTemplateIds.Count >= _catalog.AllTemplateIds.Count)
{
_allContentReported = true;
_bus.Publish(new AllContentCompletedSignal(_progression.CompletedTemplateIds.Count));
}
var nextId = _catalog.GetNextTemplate(_templateId); var nextId = _catalog.GetNextTemplate(_templateId);
if (string.IsNullOrEmpty(nextId)) if (string.IsNullOrEmpty(nextId))
{ {

View File

@@ -0,0 +1,8 @@
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guid: e6434fcc29f4e4949be4be8115fda2b9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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@@ -0,0 +1,20 @@
{
"name": "Features.SaveGate",
"rootNamespace": "Darkmatter.Features.SaveGate",
"references": [
"GUID:6a0a834eb41764f12ba55c3fb04a40cb",
"GUID:c1c03c0e5b2f4412b9f2be1c20d6a9b1",
"GUID:b0214a6008ed146ff8f122a6a9c2f6cc",
"GUID:f51ebe6a0ceec4240a699833d6309b23",
"GUID:6055be8ebefd69e48b49212b09b47b2f"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

View File

@@ -0,0 +1,7 @@
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AssemblyDefinitionImporter:
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@@ -0,0 +1,31 @@
using Darkmatter.Features.SaveGate.Systems;
using Darkmatter.Features.SaveGate.UI;
using Darkmatter.Libs.Installers;
using UnityEngine;
using VContainer;
using VContainer.Unity;
namespace Darkmatter.Features.SaveGate
{
/// <summary>
/// Root module (add to Boot's RootLifetimeScope service modules) so the gate + overlay are
/// resolvable and persistent across every scene. If no overlay is assigned it spawns a
/// self-building one at runtime — no scene/prefab setup required.
/// </summary>
public class SaveGateModule : MonoBehaviour, IModule
{
[SerializeField] private SaveGalleryOverlayView overlayView;
[SerializeField, Tooltip("Save anyway when the rewarded ad has no fill or fails to show.")]
private bool saveWithoutAdOnFailure = true;
public void Register(IContainerBuilder builder)
{
// Explicit type so a null overlay still resolves; the gate then lets saving proceed
// without a prompt.
builder.RegisterEntryPoint<RewardedSaveGate>()
.WithParameter(typeof(SaveGalleryOverlayView), overlayView)
.WithParameter(new SaveGateConfig(saveWithoutAdOnFailure));
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 46ff2e3f5fac64fc9a40fe00a37bd9c8

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@@ -0,0 +1,61 @@
# SaveGate — cross-scene rewarded-ad save gate (manual Unity wiring)
Code is complete and compiles. The gate does **not** show its prompt until the overlay is built in
**Boot** and assigned to `SaveGateModule`. Until then both callers fall back to saving directly
(no prompt), so nothing breaks pre-wiring.
## What it does
A single root-scoped gate (`IRewardedSaveGate``RewardedSaveGate`) used by **every** save-to-gallery
button, in any scene:
1. Tap save → **kid-friendly prompt** ("Watch a short video to save your picture to the gallery!")
with **Watch** / **Cancel**.
2. **Cancel** → nothing saved.
3. **Watch****rewarded ad** (`AdFormat.Rewarded`). Reward earned → caller saves.
4. Ad closed early → not saved. No fill / load-or-show error → saved anyway iff
**Save Without Ad On Failure** (default ON).
Callers today:
- **Gameplay capture/save button** (`CaptureButtonPresenter`) — gate, then its existing
**GallerySaveView** "Saved to gallery!" popup (unchanged).
- **Art book** page save buttons (`ArtbookPresenter`) — gate, then the gate's **shared success toast**
(the art book has no popup of its own).
It lives in **Boot** (never unloaded), so the same overlay shows over MainMenu / Colorbook / Gameplay
— the loading-screen trick.
## The overlay prefab (ready-made)
A complete, wired overlay prefab already exists:
`Assets/Darkmatter/Content/Colorbook UI/Prefabs/UI/SaveGalleryOverlay.prefab`
It has its own screen-space Canvas (sort order 5100, 1080×1920 scaler — matches `TutorialOverlayCanvas`),
the `SaveGalleryOverlayView` on the root with all six fields wired, and:
- **PromptPanel** → dim backdrop + cream Card → Fredoka message, green **Watch video**, grey **Not now**.
- **SuccessPanel** (starts inactive) → dark toast → "Saved to gallery!".
Edit the copy/colors freely; it uses plain colored rects (no sprite art) so a designer can drop in
sprites later. To wire it: just drag the prefab into **Boot** (it's a self-contained Canvas, so it
works as-is) and assign it to `SaveGateModule` below. Boot is never unloaded, so it persists across
every scene. (Building your own overlay also works — put `SaveGalleryOverlayView` on an always-active
object and wire promptPanel / watchButton / cancelButton / promptLabel / successPanel / successLabel.)
## Register in DI (Boot RootLifetimeScope)
1. Add a **`SaveGateModule`** component in Boot (it's an `IModule`).
2. Add it to the **RootLifetimeScope**'s `serviceModules` list (same list that holds the Ad / Loading
modules) so it registers at the root.
3. On `SaveGateModule`: assign **Overlay View** → the `SaveGalleryOverlayView`; tick
**Save Without Ad On Failure** (recommended).
`IAdService` is already root-scoped (AdServiceModule in Boot); the gate resolves it automatically, and
`CaptureButtonPresenter` / `ArtbookPresenter` resolve `IRewardedSaveGate` from the root.
## Before release
- `AdUnitCatalogSO` holds AdMob **test** unit IDs (incl. test Rewarded). Swap in the real Rewarded ID.
- Child-directed / COPPA app (IDFA off, `TagForChildDirectedTreatment.True`, `MaxAdContentRating.G`
already set). Confirm rewarded ads are permitted under the relevant kids / family policies before
shipping rewarded-gated saving.

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@@ -0,0 +1,150 @@
using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using Darkmatter.Core.Contracts.Features.SaveGate;
using Darkmatter.Core.Contracts.Services.Ads;
using Darkmatter.Core.Enums.Services.Ads;
using Darkmatter.Features.SaveGate.UI;
using VContainer.Unity;
namespace Darkmatter.Features.SaveGate.Systems
{
public class RewardedSaveGate : IRewardedSaveGate, IStartable, IDisposable
{
private readonly SaveGalleryOverlayView _overlay;
private readonly IAdService _ads;
private readonly SaveGateConfig _config;
private CancellationTokenSource _cts;
private bool _busy;
public RewardedSaveGate(SaveGalleryOverlayView overlay, IAdService ads, SaveGateConfig config)
{
_overlay = overlay;
_ads = ads;
_config = config;
}
public void Start()
{
_cts = new CancellationTokenSource();
// Warm a rewarded ad so the gate is snappy on first save.
PrewarmRewardedAsync(_cts.Token).Forget();
}
public async UniTask<bool> RequestSaveAsync(CancellationToken cancellationToken = default)
{
// Overlay not built yet, or no ad service: never block saving.
if (_overlay == null || _ads == null) return true;
if (_busy) return false; // a prompt is already up; ignore the extra tap
_busy = true;
using var linked = CancellationTokenSource.CreateLinkedTokenSource(
_cts?.Token ?? CancellationToken.None, cancellationToken);
var ct = linked.Token;
try
{
if (!await ShowPromptAsync(ct)) return false; // child tapped Cancel
return await TryShowRewardedAsync(ct); // ad closed early / unavailable
}
catch (OperationCanceledException) { return false; }
finally
{
_busy = false;
}
}
public async UniTask ShowSavedAsync(CancellationToken cancellationToken = default)
{
if (_overlay == null || !_overlay.HasSuccessPanel) return;
using var linked = CancellationTokenSource.CreateLinkedTokenSource(
_cts?.Token ?? CancellationToken.None, cancellationToken);
_overlay.ShowSuccess();
try
{
await UniTask.Delay(TimeSpan.FromSeconds(_overlay.SuccessAutoHideSeconds),
cancellationToken: linked.Token);
}
catch (OperationCanceledException) { }
_overlay.HideSuccess();
}
// Shows the prompt and resolves true on Watch, false on Cancel (or cancellation).
private UniTask<bool> ShowPromptAsync(CancellationToken ct)
{
var tcs = new UniTaskCompletionSource<bool>();
CancellationTokenRegistration reg = default;
var done = false;
void Finish(bool result, bool canceled)
{
if (done) return;
done = true;
_overlay.OnWatch -= OnWatch;
_overlay.OnCancel -= OnCancel;
reg.Dispose();
// On Watch, keep the prompt up with both buttons locked while the ad loads;
// TryShowRewardedAsync hides it once the ad is ready or fails. Cancel/cancellation hide now.
if (result && !canceled) _overlay.SetPromptButtonsInteractable(false);
else _overlay.HidePrompt();
if (canceled) tcs.TrySetCanceled(ct);
else tcs.TrySetResult(result);
}
void OnWatch() => Finish(true, false);
void OnCancel() => Finish(false, false);
_overlay.OnWatch += OnWatch;
_overlay.OnCancel += OnCancel;
_overlay.ShowPrompt();
reg = ct.Register(() => Finish(false, true));
return tcs.Task;
}
// Returns true only when the child earned the reward. Falls back to SaveWithoutAdOnFailure
// when the ad can't be shown at all; an ad closed early counts as not rewarded -> no save.
private async UniTask<bool> TryShowRewardedAsync(CancellationToken ct)
{
try
{
if (!_ads.IsInitialized) await _ads.InitializeAsync(ct);
var ready = _ads.IsReady(AdFormat.Rewarded) || await _ads.LoadAsync(AdFormat.Rewarded, ct);
_overlay.HidePrompt(); // ad loaded or failed to load — now hide the prompt
if (!ready) return _config.SaveWithoutAdOnFailure;
var result = await _ads.ShowAsync(AdFormat.Rewarded, ct);
if (result.Rewarded) return true;
return result.Shown ? false : _config.SaveWithoutAdOnFailure;
}
catch (OperationCanceledException) { _overlay.HidePrompt(); throw; }
catch (Exception ex)
{
_overlay.HidePrompt();
UnityEngine.Debug.LogWarning($"[SaveGate] Rewarded ad gate failed: {ex.Message}");
return _config.SaveWithoutAdOnFailure;
}
}
private async UniTaskVoid PrewarmRewardedAsync(CancellationToken ct)
{
if (_ads == null) return;
try
{
if (!_ads.IsInitialized) await _ads.InitializeAsync(ct);
if (!_ads.IsReady(AdFormat.Rewarded)) await _ads.LoadAsync(AdFormat.Rewarded, ct);
}
catch (OperationCanceledException) { }
catch (Exception ex)
{
UnityEngine.Debug.LogWarning($"[SaveGate] Rewarded prewarm failed: {ex.Message}");
}
}
public void Dispose()
{
_cts?.Cancel();
_cts?.Dispose();
_cts = null;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: bcff7c06c2d77499db81865208f807e7

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@@ -0,0 +1,18 @@
using System;
namespace Darkmatter.Features.SaveGate
{
[Serializable]
public struct SaveGateConfig
{
// When the rewarded ad can't be shown (no fill / load or show error), save anyway instead of
// blocking the child. A user who opens the ad and closes it early is never rewarded and does
// not trigger this fallback.
public bool SaveWithoutAdOnFailure { get; }
public SaveGateConfig(bool saveWithoutAdOnFailure)
{
SaveWithoutAdOnFailure = saveWithoutAdOnFailure;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: c7343ebeefe9e4db48c41c617347adae

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@@ -0,0 +1,8 @@
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@@ -0,0 +1,86 @@
using System;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Darkmatter.Features.SaveGate.UI
{
/// <summary>
/// Root-scoped, cross-scene overlay for the save-to-gallery flow: a kid-friendly "watch a video"
/// prompt and a "Saved!" toast. Dumb view — it shows/hides panels and raises button events;
/// <c>RewardedSaveGate</c> drives the flow. Lives in Boot so it persists over every scene.
///
/// If the panels aren't wired in the inspector it builds the whole UI in code (see
/// <see cref="buildUiAtRuntime"/>), so the feature works with no manual prefab setup. A designer
/// can still wire custom panels and the code build is skipped.
/// </summary>
public class SaveGalleryOverlayView : MonoBehaviour
{
[Header("Watch-ad prompt")] [SerializeField]
private GameObject promptPanel;
[SerializeField] private Button watchButton;
[SerializeField] private Button cancelButton;
[SerializeField] private TMP_Text promptLabel;
[Header("Saved toast")] [SerializeField]
private GameObject successPanel;
[SerializeField] private TMP_Text successLabel;
[SerializeField, Min(0f)] private float successAutoHideSeconds = 1.5f;
public event Action OnWatch;
public event Action OnCancel;
public float SuccessAutoHideSeconds => successAutoHideSeconds;
public bool HasSuccessPanel => successPanel != null;
private void Awake()
{
if (promptPanel != null) promptPanel.SetActive(false);
if (successPanel != null) successPanel.SetActive(false);
}
private void Start()
{
if (watchButton != null) watchButton.onClick.AddListener(() => OnWatch?.Invoke());
if (cancelButton != null) cancelButton.onClick.AddListener(() => OnCancel?.Invoke());
}
public void ShowPrompt()
{
if (successPanel != null) successPanel.SetActive(false);
SetPromptButtonsInteractable(true);
if (promptPanel != null) promptPanel.SetActive(true);
}
// Keep the prompt visible but lock both buttons — used while the rewarded ad loads
// after the child taps Watch, so the UI doesn't disappear during the wait.
public void SetPromptButtonsInteractable(bool interactable)
{
if (watchButton != null) watchButton.interactable = interactable;
if (cancelButton != null) cancelButton.interactable = interactable;
}
public void HidePrompt()
{
if (promptPanel != null) promptPanel.SetActive(false);
}
public void ShowSuccess()
{
if (successPanel != null) successPanel.SetActive(true);
}
public void HideSuccess()
{
if (successPanel != null) successPanel.SetActive(false);
}
private void OnDestroy()
{
if (watchButton != null) watchButton.onClick.RemoveAllListeners();
if (cancelButton != null) cancelButton.onClick.RemoveAllListeners();
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e2688ce9b9d9848719e2ee33cf6eb155

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@@ -107,31 +107,32 @@ namespace Darkmatter.Features.ShapeBuilder.Systems
_bus.Publish(new ShapeBuilderStartedSignal(template.Id)); _bus.Publish(new ShapeBuilderStartedSignal(template.Id));
var colorByShapeId = BuildColorMap(template, slots); // Distinct color per element — every piece and slot gets its own color,
// even when two pieces share the same shape. Hues are stepped by the
// golden ratio so successive colors land far apart on the wheel.
float hue = UnityEngine.Random.value;
foreach (var s in slots) foreach (var s in slots)
if (s != null && s.Shape != null && colorByShapeId.TryGetValue(s.Shape.Id, out var c)) if (s != null)
s.SetColor(c); s.SetColor(NextDistinctColor(ref hue));
CreateShapePieceInstances(template, preSnappedIds, count, slots, colorByShapeId); CreateShapePieceInstances(template, preSnappedIds, count, slots, ref hue);
CheckIfShapeAssembled(); CheckIfShapeAssembled();
} }
private static Dictionary<string, Color> BuildColorMap(IDrawingTemplate template, SlotMarker[] slots) // Conjugate of the golden ratio; adding it (mod 1) to a hue each step
// produces a maximally-spread, low-collision sequence of distinct colors.
private const float GoldenHueStep = 0.61803398875f;
private static Color NextDistinctColor(ref float hue)
{ {
var map = new Dictionary<string, Color>(); hue = Mathf.Repeat(hue + GoldenHueStep, 1f);
foreach (var p in template.Pieces) return Color.HSVToRGB(hue, 0.7f, 0.95f);
if (p != null && !string.IsNullOrEmpty(p.Id) && !map.ContainsKey(p.Id))
map[p.Id] = Color.HSVToRGB(UnityEngine.Random.value, 0.7f, 0.95f);
foreach (var s in slots)
if (s != null && s.Shape != null && !string.IsNullOrEmpty(s.Shape.Id) && !map.ContainsKey(s.Shape.Id))
map[s.Shape.Id] = Color.HSVToRGB(UnityEngine.Random.value, 0.7f, 0.95f);
return map;
} }
private void CreateShapePieceInstances(IDrawingTemplate template, IReadOnlyCollection<string> preSnappedIds, private void CreateShapePieceInstances(IDrawingTemplate template, IReadOnlyCollection<string> preSnappedIds,
int count, int count,
SlotMarker[] slots, Dictionary<string, Color> colorByShapeId) SlotMarker[] slots, ref float hue)
{ {
var preSnapCounts = new Dictionary<string, int>(); var preSnapCounts = new Dictionary<string, int>();
if (preSnappedIds != null) if (preSnappedIds != null)
@@ -152,8 +153,7 @@ namespace Darkmatter.Features.ShapeBuilder.Systems
} }
var piece = _factory.Create(_piecePrefab, shape, candidates, Vector2.zero); var piece = _factory.Create(_piecePrefab, shape, candidates, Vector2.zero);
if (colorByShapeId != null && colorByShapeId.TryGetValue(shape.Id, out var c)) piece.SetColor(NextDistinctColor(ref hue));
piece.SetColor(c);
_pieces.Add(piece); _pieces.Add(piece);
if (preSnapCounts.TryGetValue(shape.Id, out var remaining) && remaining > 0) if (preSnapCounts.TryGetValue(shape.Id, out var remaining) && remaining > 0)

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@@ -97,7 +97,10 @@ namespace Darkmatter.Features.ShapeBuilder.UI
_bus = bus; _bus = bus;
_undo = undo; _undo = undo;
_trayPos = trayPos; _trayPos = trayPos;
_traySize = shape.DefaultSizeDelta; // Keep the piece at the prefab Image's authored size. Sourcing this from
// shape.DefaultSizeDelta let each ShapeSO override the image's default size;
// the prefab (with preserveAspect) is the single source of truth now.
_traySize = RectTransform.sizeDelta;
_dragRoot = dragRoot; _dragRoot = dragRoot;
_homeParent = RectTransform.parent; _homeParent = RectTransform.parent;
@@ -151,7 +154,7 @@ namespace Darkmatter.Features.ShapeBuilder.UI
if (_locked) return; if (_locked) return;
var pointerLocal = ScreenToLocal(e.position) + _grabOffset; var pointerLocal = ScreenToLocal(e.position) + _grabOffset;
var hovered = FindSlotUnder(e.position); var hovered = FindSlotForCatch(e.position);
bool insidePreview = hovered != null; bool insidePreview = hovered != null;
if (insidePreview && !_inPreview) if (insidePreview && !_inPreview)
@@ -187,7 +190,11 @@ namespace Darkmatter.Features.ShapeBuilder.UI
SetAlpha(_dragOrigAlpha); SetAlpha(_dragOrigAlpha);
var target = FindSlotUnder(e.position); // If a slot is already previewing, releasing commits to it. Otherwise catch
// a quick drop with no prior preview using the same per-slot radius.
var target = _inPreview && _activeSlot != null
? _activeSlot
: FindSlotForCatch(e.position);
if (target != null) if (target != null)
{ {
_activeSlot = target; _activeSlot = target;
@@ -200,17 +207,45 @@ namespace Darkmatter.Features.ShapeBuilder.UI
} }
} }
private SlotMarker FindSlotUnder(Vector2 screenPos) // Nearest slot whose per-slot catch circle contains the pointer. Each slot's
// radius is derived from its own size (see SlotCatchRadius), so big slots catch
// from farther than small ones. All distances are in PaperRoot local space —
// ScreenPointToLocalPointInRectangle and InverseTransformVector both strip the
// CanvasScaler factor, so the catch feels identical on every screen resolution.
private SlotMarker FindSlotForCatch(Vector2 screenPos)
{ {
if (_candidateSlots == null) return null; if (_candidateSlots == null) return null;
Vector2 pointerLocal = ScreenToLocal(screenPos);
SlotMarker best = null;
float bestSqr = float.MaxValue;
foreach (var s in _candidateSlots) foreach (var s in _candidateSlots)
{ {
if (s == null) continue; if (s == null) continue;
if (s.IsOccupied && s != _activeSlot) continue; if (s.IsOccupied && s != _activeSlot) continue;
if (RectTransformUtility.RectangleContainsScreenPoint(s.RectTransform, screenPos, _eventCam)) var srt = s.RectTransform;
return s; Vector2 slotLocal = _parentRect.InverseTransformPoint(srt.position);
float sqr = (slotLocal - pointerLocal).sqrMagnitude;
float radius = SlotCatchRadius(srt);
if (sqr <= radius * radius && sqr < bestSqr)
{
bestSqr = sqr;
best = s;
}
} }
return null; return best;
}
// Catch radius for one slot, in PaperRoot local units: half the slot's diagonal
// (its size mapped into parent space, so any slot rotation/mirror/scale is
// accounted for) times the config multiplier. Scales per slot — not one flat
// distance for all.
private float SlotCatchRadius(RectTransform slot)
{
Vector2 size = slot.rect.size;
Vector2 prX = _parentRect.InverseTransformVector(slot.TransformVector(new Vector3(size.x, 0f, 0f)));
Vector2 prY = _parentRect.InverseTransformVector(slot.TransformVector(new Vector3(0f, size.y, 0f)));
float halfDiagonal = 0.5f * new Vector2(prX.magnitude, prY.magnitude).magnitude;
return halfDiagonal * _cfg.CatchRadiusScale;
} }
private void AnimatePreviewPose(bool toSlot) private void AnimatePreviewPose(bool toSlot)

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#if UNITY_EDITOR
using Darkmatter.Features.Tutorial.Systems;
using Darkmatter.Libs.PlayerPrefs;
using UnityEditor;
using UnityEngine;
namespace Darkmatter.Features.Tutorial.Editor
{
/// <summary>
/// QA helpers for the forced-once tutorial (editor only — stripped from player builds).
/// </summary>
public static class TutorialDebugMenu
{
[MenuItem("Tools/Darkmatter/Tutorial/Reset (run again next launch)")]
public static void Reset()
{
ProtectedPlayerPrefs.SetBool(TutorialGateService.CompletedKey, false);
ProtectedPlayerPrefs.Save();
Debug.Log("[Tutorial] Reset. Note: it also requires zero completed drawings to run.");
}
[MenuItem("Tools/Darkmatter/Tutorial/Mark Completed (skip)")]
public static void MarkCompleted()
{
ProtectedPlayerPrefs.SetBool(TutorialGateService.CompletedKey, true);
ProtectedPlayerPrefs.Save();
Debug.Log("[Tutorial] Marked completed — it will not run.");
}
}
}
#endif

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guid: 9a54326b3914a43ffa206b427980908e

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@@ -0,0 +1,27 @@
{
"name": "Features.Tutorial",
"rootNamespace": "Darkmatter.Features.Tutorial",
"references": [
"GUID:6a0a834eb41764f12ba55c3fb04a40cb",
"GUID:b4c9f7fbf1e144933a1797dc208ece5f",
"GUID:c1c03c0e5b2f4412b9f2be1c20d6a9b1",
"GUID:564d11c0820a9455c8821cd85e9d0fd1",
"GUID:2ca8c3a66565544118d3d52d3922933b",
"GUID:4cede189a43c349069c614e305683720",
"GUID:eb9b7ee4936ff42bebd83ca110182103",
"GUID:995166e584dda4ff98501f62b07aa9cb",
"GUID:b0214a6008ed146ff8f122a6a9c2f6cc",
"GUID:f51ebe6a0ceec4240a699833d6309b23",
"GUID:80ecb87cae9c44d19824e70ea7229748",
"GUID:6055be8ebefd69e48b49212b09b47b2f"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [],
"noEngineReferences": false
}

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@@ -0,0 +1,34 @@
using Darkmatter.Core.Contracts.Features.Tutorial;
using Darkmatter.Core.Data.Static.Features.Tutorial;
using Darkmatter.Features.Tutorial.Systems;
using Darkmatter.Features.Tutorial.UI;
using Darkmatter.Libs.Installers;
using UnityEngine;
using VContainer;
using VContainer.Unity;
namespace Darkmatter.Features.Tutorial.Installers
{
/// <summary>
/// Registers the tutorial in the Boot scene's RootLifetimeScope so the director, overlay and
/// gate are single instances that survive every Colorbook -> Gameplay scene swap (same pattern
/// as the loading screen). Drop this component on a GameObject in the Boot scene and add it to
/// RootLifetimeScope.serviceModules.
/// </summary>
public class TutorialFeatureModule : MonoBehaviour, IModule
{
[SerializeField] private TutorialOverlayView overlayView;
[SerializeField] private TutorialStepsConfig config;
public void Register(IContainerBuilder builder)
{
if (overlayView != null)
builder.RegisterComponent<ITutorialOverlay>(overlayView);
if (config != null)
builder.RegisterInstance(config);
builder.Register<ITutorialGate, TutorialGateService>(Lifetime.Singleton);
builder.RegisterEntryPoint<TutorialDirector>();
}
}
}

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fileFormatVersion: 2
guid: 97ce2c486cc8541d1ab1d83fda7f8eda

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@@ -0,0 +1,69 @@
# Tutorial — Unity Editor setup
All C# is in place. These steps are the GUI wiring the code can't do. The tutorial is **forced
once**: a first-time player (no completed drawings, flag unset) is guided through pick → drag →
finish → pick colour → paint → Next, with a watchdog that fails open if anything stalls.
## 1. Create the config asset
- Project window → right-click → **Create ▸ Darkmatter ▸ Tutorial ▸ Steps Config**.
- Save as `Assets/Darkmatter/Data/Settings/Tutorial/TutorialStepsConfig.asset`.
- Edit the step copy / watchdog timeout if desired.
## 2. Overlay prefab — single-image circular cutout
`Assets/Darkmatter/Content/Colorbook UI/Prefabs/UI/TutorialOverlayCanvas.prefab`. Target hierarchy:
```
TutorialOverlayCanvas Canvas (Overlay, Sort Order 5000) + CanvasScaler + GraphicRaycaster
+ CanvasGroup + TutorialFeatureModule (overlayView + config assigned)
Area full-stretch RectTransform (pivot 0.5) + TutorialOverlayView
Dim ONE full-stretch black Image, raycast ON, + TutorialCutoutDim component
Halo ring sprite, raycast OFF
Hand hand sprite, raycast OFF
BubbleRoot
BubbleBg bubble sprite, raycast OFF
Text TMP_Text (Fredoka SemiBold), raycast OFF
```
The dim is a **single full-screen Image**; the `TutorialCutoutDim` component drives the
`Darkmatter/TutorialCutout` shader to punch a soft **circular hole** over the target, and acts as a
raycast filter so taps inside the hole reach the real button while everything else is blocked.
`TutorialCutoutDim` fields: **Cutout Shader** = `Darkmatter/TutorialCutout`, **Dim Image** = the
Dim's own Image. (It builds a material instance at runtime — no material asset needed.)
`TutorialOverlayView` fields: Canvas, RootGroup (root CanvasGroup), **Cutout** (the Dim's
TutorialCutoutDim), Halo, Hand, BubbleRoot, BubbleText.
Sprites (optional polish) under `Assets/Darkmatter/Content/Colorbook UI/Sprites/Tutorial/`:
ring for Halo, finger for Hand (turn **Preserve Aspect** on), bubble for BubbleBg.
## 3. Put it in the Boot scene
Open `Assets/Darkmatter/Scenes/Boot.unity`:
1. Drag the **TutorialOverlayCanvas** prefab into the scene (persistent — Boot is never unloaded,
like the loading screen).
2. Make sure its `TutorialFeatureModule` **Config** field points at `TutorialStepsConfig.asset`.
3. Select the **RootLifetimeScope** GameObject and add the prefab's root (it carries the
`TutorialFeatureModule`) to the **Service Modules** array — same as every other root module.
That's the whole wiring: assign config + drop in Boot + add to serviceModules.
## 4. (Optional) register the prefs key for documentation
The flag is stored via `ProtectedPlayerPrefs` under the key `Tutorial.Completed` (hashed, no
registry validation — it already works). To list it in the editor for clarity, add it via
**Tools ▸ Darkmatter ▸ PlayerPrefs Editor** (type Bool).
## 5. Test
- **Tools ▸ Darkmatter ▸ Tutorial ▸ Reset**, and clear progression (so there are no completed
drawings), then Play from **Boot**.
- After the intro you should be guided through the whole loop. Relaunch → it must NOT reappear.
- See the verification checklist in `/Users/darkmatter/.claude/plans/help-me-design-a-splendid-hearth.md`.
## How it hooks in (no gameplay prefab changes needed)
- The director (root singleton) arms on `IntroCompletedSignal`, then awaits existing gameplay
signals one per step. Spawned targets (catalog cell, piece, colour button, region, Next) are
found at runtime with `FindObjectsByType`, so no scene wiring of targets is required.
- Two tiny signals were added for things Find can't observe: `DrawingCatalogReadySignal`
(catalog presenter) and `ColorSelectedSignal` (coloring state repository).
- Input gating is the overlay CanvasGroup's `blocksRaycasts`: ON for blocking tap steps (dim
swallows touches, the empty hole passes through to the real button), OFF for the drag step so the
piece stays visible and draggable.

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using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using Darkmatter.Core; // DrawingCatalogReadySignal, OpenArtBook/ColorBook, ReturnToMainMenu
using Darkmatter.Core.Contracts.Features.Tutorial;
using Darkmatter.Core.Data.Signals.Features.AppBoot; // IntroCompletedSignal
using Darkmatter.Core.Data.Signals.Features.Coloring; // ColorApplied/ColorSelected/RegionsInitialized
using Darkmatter.Core.Data.Signals.Features.Drawing; // DrawingSelectedSignal
using Darkmatter.Core.Data.Signals.Features.GameplayFlow; // DrawingCompletedSignal
using Darkmatter.Core.Data.Signals.Features.ShapeBuilder; // ShapeBuilderStarted/PieceSnapped/ShapeAssembled
using Darkmatter.Core.Data.Signals.Features.Tutorial;
using Darkmatter.Core.Data.Static.Features.Tutorial;
using Darkmatter.Core.Enums.Features.Tutorial; // BubblePlacement
using Darkmatter.Features.Coloring.UI; // ColorButton, ColorRegionView
using Darkmatter.Features.DrawingCatalog; // DrawingCatalogButton
using Darkmatter.Features.GameplayFlow.UI; // NextButtonView
using Darkmatter.Features.ShapeBuilder.UI; // ShapePiece, SlotMarker
using Darkmatter.Libs.Observer;
using UnityEngine;
using UnityEngine.UI;
using VContainer.Unity;
namespace Darkmatter.Features.Tutorial.Systems
{
/// <summary>
/// Drives the one-time, forced guided tutorial. A single root-scoped singleton that arms on
/// <see cref="IntroCompletedSignal"/> and walks a fixed, linear sequence by awaiting one gameplay
/// signal per step. Watchdog timeouts make every wait fail open so a child is never trapped.
///
/// Navigation is handled so the overlay never gets stranded: opening the ArtBook or leaving to
/// the menu hides it (and re-shows the current step on return), and going Back to the catalog
/// mid-gameplay restarts the tutorial from step 1. A generation counter keeps a restarted run
/// from racing the cancelled one. Targets are found at runtime via FindObjectsByType.
/// </summary>
public sealed class TutorialDirector : IStartable, IDisposable
{
private readonly IEventBus _bus;
private readonly ITutorialOverlay _overlay;
private readonly ITutorialGate _gate;
private readonly TutorialStepsConfig _config;
private IDisposable _introSub;
private readonly List<IDisposable> _navSubs = new();
private CancellationTokenSource _runCts;
private CancellationToken _ct;
private bool _completed;
private bool _drawingCompleted;
private bool _hasColored;
private bool _suspended;
private Action _reshow;
private int _stepIndex;
private int _gen;
public TutorialDirector(IEventBus bus, ITutorialOverlay overlay, ITutorialGate gate, TutorialStepsConfig config)
{
_bus = bus;
_overlay = overlay;
_gate = gate;
_config = config;
}
public void Start()
{
_introSub = _bus.Subscribe<IntroCompletedSignal>(OnIntroCompleted);
}
private void OnIntroCompleted(IntroCompletedSignal _)
{
_introSub?.Dispose();
_introSub = null;
if (!_gate.ShouldRun) return;
// Run-lifetime navigation handling (persists across restarts).
_navSubs.Add(_bus.Subscribe<OpenArtBookSignal>(_ => Suspend()));
_navSubs.Add(_bus.Subscribe<ReturnToMainMenuSignal>(_ => Suspend()));
_navSubs.Add(_bus.Subscribe<OpenColorBookSignal>(_ => Resume()));
_navSubs.Add(_bus.Subscribe<DrawingCatalogReadySignal>(OnCatalogReadyGlobal));
// The drawing being completed (Next pressed) is the run's true end — even if the child
// finds Next early during free-paint. Flag it so the catalog reload that follows isn't
// mistaken for a Back-navigation and doesn't restart the tutorial.
_navSubs.Add(_bus.Subscribe<DrawingCompletedSignal>(_ => _drawingCompleted = true));
// Painting at least one region means the child has grasped the core colour gesture. If
// they then go Back, we finish the tutorial instead of restarting it (OnCatalogReadyGlobal).
_navSubs.Add(_bus.Subscribe<ColorAppliedSignal>(_ => _hasColored = true));
StartRun(skipCatalogWait: false);
}
private void StartRun(bool skipCatalogWait)
{
_runCts?.Cancel();
_runCts?.Dispose();
_runCts = new CancellationTokenSource();
_ct = _runCts.Token;
_gen++;
_suspended = false;
_drawingCompleted = false;
_hasColored = false;
_reshow = null;
_stepIndex = 0;
_overlay.HideInstant();
RunAsync(_gen, skipCatalogWait).Forget();
}
// Opening the ArtBook / leaving to menu: hide the overlay but keep awaiting the current step.
private void Suspend()
{
_suspended = true;
_overlay.HideInstant();
}
// Returning to the colour book (ArtBook closed): re-show the current step.
private void Resume()
{
if (!_suspended) return;
_suspended = false;
_reshow?.Invoke();
}
// The catalog re-appeared while we were mid-gameplay -> the player went Back. Restart from
// step 1 (the catalog is already on screen, so skip the wait). Excludes step 7+ (the Next
// press), whose own completion loads the catalog.
private void OnCatalogReadyGlobal(DrawingCatalogReadySignal _)
{
if (_completed || _drawingCompleted || _stepIndex < 2 || _stepIndex > 6) return;
// Already coloured at least one region before backing out: the child has the core gesture,
// so finish the tutorial rather than trapping them in a full restart.
if (_hasColored)
{
_runCts?.Cancel();
Complete();
_overlay.HideInstant();
return;
}
StartRun(skipCatalogWait: true);
}
private void ShowStep(Action show)
{
_reshow = show;
if (!_suspended) show();
}
private async UniTaskVoid RunAsync(int gen, bool skipCatalogWait)
{
if (gen == _gen) _bus.Publish(new TutorialStartedSignal());
try
{
await StepsAsync(skipCatalogWait);
if (gen == _gen) Complete();
}
catch (OperationCanceledException)
{
// Cancelled by a restart or app shutdown — the newer run (if any) owns the overlay.
}
catch (Exception e)
{
Debug.LogError($"[Tutorial] Aborted with error, failing open: {e}");
if (gen == _gen) Complete();
}
finally
{
if (gen == _gen) _overlay.HideInstant();
}
}
private async UniTask StepsAsync(bool skipCatalogWait)
{
// Step 1 — pick a drawing (Colorbook scene).
_stepIndex = 1;
if (!skipCatalogWait)
{
if (!await WaitForSignalAsync<DrawingCatalogReadySignal>()) return;
}
await UniTask.NextFrame(_ct);
ShowStep(() => ShowBlockingTap(FindFirstCatalogCell(), _config.PickText, _config.PickBubble, _config.PickBubbleOffset));
if (!await WaitForActionAsync<DrawingSelectedSignal>()) return;
EndStep("pick", 1);
// Step 2 — drag the first piece (Gameplay scene).
_stepIndex = 2;
if (!await WaitForSignalAsync<ShapeBuilderStartedSignal>()) return;
await UniTask.NextFrame(_ct);
ShowStep(() =>
{
var (pieceRect, slotRect) = FindFirstPieceAndSlot();
if (pieceRect != null) _overlay.ShowDrag(pieceRect, slotRect, _config.DragText, _config.DragBubble, _config.DragBubbleOffset);
else Debug.LogWarning("[Tutorial] No draggable piece found for the drag step.");
});
if (!await WaitForActionAsync<PieceSnappedSignal>()) return; // any snap teaches the gesture
EndStep("drag", 2);
// Step 3 — finish the rest of the puzzle freely (non-blocking hint).
_stepIndex = 3;
ShowStep(() => _overlay.ShowTap(null, _config.FinishText, blockInput: false, _config.FinishBubble, _config.FinishBubbleOffset));
if (!await WaitForActionAsync<ShapeAssembledSignal>()) return;
EndStep("finish", 3);
// Step 4 — pick a colour.
_stepIndex = 4;
if (!await WaitForSignalAsync<RegionsInitializedSignal>()) return;
await UniTask.NextFrame(_ct);
ShowStep(() => ShowBlockingTap(FindFirstColorButton(), _config.ColorText, _config.ColorBubble, _config.ColorBubbleOffset));
if (!await WaitForActionAsync<ColorSelectedSignal>()) return;
EndStep("color", 4);
// Step 5 — paint the first region (teaches the tap by spotlighting one region).
_stepIndex = 5;
// Watch full-colour completion across both this taught tap and the free-paint step that
// follows. A one-region drawing is finished by this very tap, so its signal would fire
// before step 6 could subscribe — the flag lets us skip the free-paint step instead of
// stranding the child on a hint with nothing left to colour.
var fullyColored = false;
using var fullColorSub = _bus.Subscribe<AllRegionsColoredSignal>(_ => fullyColored = true);
ShowStep(() => ShowBlockingTap(FindLargestRegion(), _config.PaintText, _config.PaintBubble, _config.PaintBubbleOffset));
if (!await WaitForActionAsync<ColorAppliedSignal>()) return;
EndStep("paint", 5);
// Step 6 — colour the rest of the picture freely (non-blocking hint). Hold here until
// every region is filled, so the "Tap Next" prompt only appears once colouring is done.
// The child can still reach the live Next button during this open step; if they finish
// the drawing early that way, take it as done rather than waiting on a fill that can't come.
_stepIndex = 6;
if (!fullyColored)
{
ShowStep(() => _overlay.ShowTap(null, _config.FinishColoringText, blockInput: false, _config.FinishColoringBubble, _config.FinishColoringBubbleOffset));
await UniTask.WhenAny(
WaitForActionAsync<AllRegionsColoredSignal>(),
WaitForActionAsync<DrawingCompletedSignal>());
}
EndStep("finishColoring", 6);
// Step 7 — press Next (skipped if the drawing was already completed early).
if (!_drawingCompleted)
{
_stepIndex = 7;
await UniTask.NextFrame(_ct);
ShowStep(() => ShowBlockingTap(FindNextButton(), _config.NextText, _config.NextBubble, _config.NextBubbleOffset));
if (!await WaitForActionAsync<DrawingCompletedSignal>()) return;
EndStep("next", 7);
}
// Step 8 — celebrate.
_stepIndex = 8;
await _overlay.ShowToastAsync(_config.DoneText, _ct, _config.DoneBubble, _config.DoneBubbleOffset);
}
private void ShowBlockingTap(RectTransform target, string message, BubblePlacement placement, Vector2 offset)
{
if (target == null) Debug.LogWarning($"[Tutorial] No target found for step: \"{message}\"");
_overlay.ShowTap(target, message, blockInput: target != null, placement, offset);
}
private void EndStep(string id, int index)
{
_reshow = null;
_bus.Publish(new TutorialStepCompletedSignal(id, index));
_overlay.HideInstant();
}
private void Complete()
{
if (_completed) return;
_completed = true;
_gate.MarkCompleted();
_bus.Publish(new TutorialCompletedSignal());
DisposeNav();
}
// Preconditions (a system/scene must become ready): time out so a stalled load fails open.
private UniTask<bool> WaitForSignalAsync<T>(Func<T, bool> predicate = null) where T : struct =>
WaitCoreAsync(_config.StepTimeoutSeconds, predicate);
// The child's own action (drag/tap/paint): defaults to no timeout (ActionTimeoutSeconds = 0) so
// the hint stays put until they do it; a positive value re-enables a safety net.
private UniTask<bool> WaitForActionAsync<T>(Func<T, bool> predicate = null) where T : struct =>
WaitCoreAsync(_config.ActionTimeoutSeconds, predicate);
private async UniTask<bool> WaitCoreAsync<T>(float timeoutSeconds, Func<T, bool> predicate) where T : struct
{
using var timeoutCts = CancellationTokenSource.CreateLinkedTokenSource(_ct);
var tcs = new UniTaskCompletionSource<bool>();
var sub = _bus.Subscribe<T>(evt =>
{
if (predicate == null || predicate(evt)) tcs.TrySetResult(true);
});
if (timeoutSeconds > 0f) TimeoutAsync(timeoutSeconds, timeoutCts.Token, tcs).Forget();
try
{
using (_ct.Register(() => tcs.TrySetCanceled(_ct)))
return await tcs.Task;
}
finally
{
sub.Dispose();
timeoutCts.Cancel();
}
}
private async UniTaskVoid TimeoutAsync(float seconds, CancellationToken ct, UniTaskCompletionSource<bool> tcs)
{
try
{
await UniTask.Delay(TimeSpan.FromSeconds(seconds), DelayType.UnscaledDeltaTime, cancellationToken: ct);
}
catch (OperationCanceledException)
{
return;
}
tcs.TrySetResult(false);
}
// ── Runtime target discovery ─────────────────────────────────────────
private static RectTransform FindFirstCatalogCell()
{
var buttons = UnityEngine.Object.FindObjectsByType<DrawingCatalogButton>(FindObjectsSortMode.None);
var cell = LowestSiblingActive(buttons);
ScrollToStart(cell); // catalog may be on another page — bring the first item into view
return cell;
}
private static (RectTransform piece, RectTransform slot) FindFirstPieceAndSlot()
{
// Pieces spawn in data order under one SpawnRoot, so sibling 0 is the top of the tray.
// FindObjectsByType returns undefined order — pick the lowest sibling index, not [0].
var pieces = UnityEngine.Object.FindObjectsByType<ShapePiece>(FindObjectsSortMode.None);
ShapePiece piece = null;
var bestIndex = int.MaxValue;
foreach (var p in pieces)
{
if (p == null || p.IsLocked || !p.gameObject.activeInHierarchy) continue;
var index = p.transform.GetSiblingIndex();
if (index < bestIndex) { bestIndex = index; piece = p; }
}
if (piece == null) return (null, null);
RectTransform slotRect = null;
var slots = UnityEngine.Object.FindObjectsByType<SlotMarker>(FindObjectsSortMode.None);
foreach (var s in slots)
{
if (s == null || s.IsOccupied) continue;
if (s.SlotId == piece.PieceId) { slotRect = s.RectTransform; break; }
}
return (piece.RectTransform, slotRect);
}
private static RectTransform FindFirstColorButton()
{
var buttons = UnityEngine.Object.FindObjectsByType<ColorButton>(FindObjectsSortMode.None);
return LowestSiblingActive(buttons);
}
private static RectTransform FindLargestRegion()
{
var regions = UnityEngine.Object.FindObjectsByType<ColorRegionView>(FindObjectsSortMode.None);
ColorRegionView best = null;
float bestArea = -1f;
foreach (var r in regions)
{
if (r == null || !r.gameObject.activeInHierarchy) continue;
var size = ((RectTransform)r.transform).rect.size;
var area = Mathf.Abs(size.x * size.y);
if (area > bestArea) { bestArea = area; best = r; }
}
return best != null ? (RectTransform)best.transform : null;
}
private static RectTransform FindNextButton()
{
var view = UnityEngine.Object.FindFirstObjectByType<NextButtonView>();
return view != null ? (RectTransform)view.transform : null;
}
// The first item = lowest sibling index. Cells are instantiated in data order under a layout
// group, so sibling 0 is the leftmost/first; visibility is handled by scrolling it into view.
private static RectTransform LowestSiblingActive<T>(T[] components) where T : Component
{
T best = null;
var bestIndex = int.MaxValue;
foreach (var c in components)
{
if (c == null || !c.gameObject.activeInHierarchy) continue;
var index = c.transform.GetSiblingIndex();
if (index < bestIndex) { bestIndex = index; best = c; }
}
return best != null ? (RectTransform)best.transform : null;
}
// Scrolls the target's ScrollRect to the start so a paged-off first item becomes visible.
private static void ScrollToStart(RectTransform cell)
{
if (cell == null) return;
var scroll = cell.GetComponentInParent<ScrollRect>();
if (scroll == null) return;
scroll.StopMovement();
if (scroll.horizontal) scroll.horizontalNormalizedPosition = 0f;
if (scroll.vertical) scroll.verticalNormalizedPosition = 1f;
}
private void DisposeNav()
{
foreach (var s in _navSubs) s?.Dispose();
_navSubs.Clear();
}
public void Dispose()
{
_introSub?.Dispose();
DisposeNav();
_runCts?.Cancel();
_runCts?.Dispose();
}
}
}

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fileFormatVersion: 2
guid: d96038ffc4ea74bca8143d84655e8b4a

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using Darkmatter.Core.Contracts.Features.Progression;
using Darkmatter.Core.Contracts.Features.Tutorial;
using Darkmatter.Libs.PlayerPrefs;
namespace Darkmatter.Features.Tutorial.Systems
{
public sealed class TutorialGateService : ITutorialGate
{
// Stored through ProtectedPlayerPrefs (keys are hashed, not validated against the registry,
// so a local constant is safe). Optionally register it in Tools > Darkmatter > PlayerPrefs
// Editor for documentation.
public const string CompletedKey = "Tutorial.Completed";
private readonly IProgressionSystem _progression;
public TutorialGateService(IProgressionSystem progression)
{
_progression = progression;
}
// Belt-and-suspenders: a player who cleared prefs but already has finished drawings is not a
// first-timer, so don't re-tutorialize them.
public bool ShouldRun =>
!ProtectedPlayerPrefs.GetBool(CompletedKey, false)
&& _progression.CompletedTemplateIds.Count == 0;
public void MarkCompleted()
{
ProtectedPlayerPrefs.SetBool(CompletedKey, true);
ProtectedPlayerPrefs.Save();
}
}
}

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fileFormatVersion: 2
guid: 3ee1f88d72ddf4d99bf5669a36cc52bc

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fileFormatVersion: 2
guid: 98ae3bd636ac84b648d602de444dbf89
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
using UnityEngine.UI;
namespace Darkmatter.Features.Tutorial.UI
{
/// <summary>
/// A single full-screen dim Image with a soft circular hole driven by the TutorialCutout shader.
/// Also an <see cref="ICanvasRaycastFilter"/>: when the dim is blocking, taps inside the hole
/// fall through to the real button underneath, taps outside are swallowed.
/// </summary>
[RequireComponent(typeof(Image))]
public sealed class TutorialCutoutDim : MonoBehaviour, ICanvasRaycastFilter
{
[SerializeField] private Shader cutoutShader;
[SerializeField] private Image dimImage;
private Material _material;
private Vector2 _centerScreen;
private float _radiusScreen;
private bool _holeActive;
private static readonly int CenterId = Shader.PropertyToID("_Center");
private static readonly int RadiusId = Shader.PropertyToID("_Radius");
private static readonly int AspectId = Shader.PropertyToID("_Aspect");
private static readonly int SoftnessId = Shader.PropertyToID("_Softness");
private void Awake()
{
if (dimImage == null) dimImage = GetComponent<Image>();
if (cutoutShader != null && dimImage != null)
{
_material = new Material(cutoutShader); // instance — never mutate the asset
dimImage.material = _material;
}
SetVisible(false);
}
/// <summary>Show/hide the dim. Hidden = the Graphic is disabled, so it neither draws nor blocks.</summary>
public void SetVisible(bool visible)
{
if (dimImage != null) dimImage.enabled = visible;
if (!visible) ClearHole();
}
public void SetHole(Vector2 centerScreen, float radiusScreen, float screenWidth, float screenHeight)
{
_centerScreen = centerScreen;
_radiusScreen = radiusScreen;
_holeActive = radiusScreen > 0f && screenHeight > 0f;
if (_material == null || screenHeight <= 0f) return;
_material.SetVector(CenterId, new Vector4(centerScreen.x / screenWidth, centerScreen.y / screenHeight, 0f, 0f));
_material.SetFloat(RadiusId, radiusScreen / screenHeight);
_material.SetFloat(AspectId, screenWidth / screenHeight);
_material.SetFloat(SoftnessId, 0.004f);
}
public void ClearHole()
{
_holeActive = false;
if (_material != null) _material.SetFloat(RadiusId, 0f);
}
// Consulted only when the graphic actually participates in raycasting (parent CanvasGroup
// blocksRaycasts == true). Outside the hole -> block; inside -> pass to whatever's beneath.
public bool IsRaycastLocationValid(Vector2 screenPoint, Camera eventCamera)
{
if (!_holeActive) return true;
return Vector2.Distance(screenPoint, _centerScreen) > _radiusScreen;
}
}
}

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fileFormatVersion: 2
guid: 29c836b3d2ed343e6a810f6e7548f487

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using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using Darkmatter.Core.Contracts.Features.Tutorial;
using Darkmatter.Core.Enums.Features.Tutorial;
using PrimeTween;
using TMPro;
using UnityEngine;
namespace Darkmatter.Features.Tutorial.UI
{
/// <summary>
/// Persistent guidance overlay. A single full-screen dim with a soft circular hole (see
/// <see cref="TutorialCutoutDim"/>) spotlights the target; an animated hand + halo point at it
/// and an instruction bubble sits above/below. Lives on a high-sortingOrder Canvas in the Boot
/// scene so it renders over — and outlives — every additive gameplay scene.
///
/// Input gating is the whole-overlay CanvasGroup.blocksRaycasts master switch: ON for blocking
/// tap steps; OFF for drag steps, hints and toasts. All targets are tracked live in LateUpdate
/// (catalog cells scroll, pieces are dragged); if a target is destroyed (scene swap) the overlay
/// hides itself. All animation uses unscaled time.
/// </summary>
[RequireComponent(typeof(CanvasGroup))]
public sealed class TutorialOverlayView : MonoBehaviour, ITutorialOverlay
{
private enum Mode { Hidden, Tap, Drag, Centered }
[Header("Canvas")]
[SerializeField] private Canvas canvas;
[SerializeField] private CanvasGroup rootGroup;
[Header("Dim (single image + circular cutout)")]
[SerializeField] private TutorialCutoutDim cutout;
[Header("Pointer")]
[SerializeField] private RectTransform halo;
[SerializeField] private RectTransform hand;
[Header("Bubble")]
[SerializeField] private RectTransform bubbleRoot;
[SerializeField] private TMP_Text bubbleText;
[Header("Tuning")]
[Tooltip("Extra screen pixels added to the spotlight circle radius around the target.")]
[SerializeField] private float holePadding = 44f;
[SerializeField] private float fadeDuration = 0.25f;
[SerializeField] private float toastSeconds = 1.6f;
[SerializeField] private float bubbleGap = 60f;
[Tooltip("Margin (px) from the top/bottom edge for the Top/Bottom bubble placement presets.")]
[SerializeField] private float bubbleEdgeMargin = 150f;
[SerializeField] private float haloPulseScale = 1.18f;
[SerializeField] private float pulseDuration = 0.6f;
[SerializeField] private float dragHandDuration = 1.1f;
[Header("Drag step")]
[Tooltip("Offset (px) from the hand's pivot to its visible fingertip. The tip is placed on the target so it points accurately; a positive Y drops the hand body below the spot.")]
[SerializeField] private Vector2 dragHandTipOffset = new(0f, 70f);
[Tooltip("Pin the drag bubble to the top (true) or bottom (false) edge so it never covers the play area.")]
[SerializeField] private bool dragBubbleAtTop = true;
[Tooltip("Margin (px) from that edge for the drag bubble.")]
[SerializeField] private float dragBubbleEdgeMargin = 150f;
private RectTransform _area;
private Camera _overlayCam;
private Mode _mode = Mode.Hidden;
private BubblePlacement _placement = BubblePlacement.Auto;
private Vector2 _bubbleOffset;
private RectTransform _target; // tap target
private RectTransform _dragFrom; // the piece (drag start)
private RectTransform _dragTo; // the slot (drag destination)
private float _dragT;
private Sequence _haloSeq;
private Sequence _handSeq;
private readonly Vector3[] _corners = new Vector3[4];
private bool _ready;
public bool IsReady => _ready && this != null;
private void Awake()
{
CacheRefs();
ApplyHiddenState();
}
private void CacheRefs()
{
if (_ready) return;
_area = (RectTransform)transform;
if (canvas == null) canvas = GetComponentInParent<Canvas>();
if (rootGroup == null) rootGroup = GetComponent<CanvasGroup>();
_overlayCam = canvas != null && canvas.renderMode != RenderMode.ScreenSpaceOverlay
? canvas.worldCamera
: null;
_ready = true;
}
// ── ITutorialOverlay ─────────────────────────────────────────────────
public void ShowTap(RectTransform target, string message, bool blockInput, BubblePlacement placement = BubblePlacement.Auto, Vector2 offset = default)
{
CacheRefs();
KillAnims();
SetText(message);
_placement = placement;
_bubbleOffset = offset;
_dragFrom = null;
_dragTo = null;
if (target != null)
{
_mode = Mode.Tap;
_target = target;
if (cutout != null) cutout.SetVisible(true);
SetPointerVisible(true);
rootGroup.blocksRaycasts = blockInput;
StartHaloPulse();
StartHandTap();
}
else
{
_mode = Mode.Centered;
_target = null;
if (cutout != null) cutout.SetVisible(false);
SetPointerVisible(false);
rootGroup.blocksRaycasts = false;
}
LayoutNow();
FadeInQuick();
}
public void ShowDrag(RectTransform from, RectTransform to, string message, BubblePlacement placement = BubblePlacement.Auto, Vector2 offset = default)
{
CacheRefs();
KillAnims();
SetText(message);
_placement = placement;
_bubbleOffset = offset;
// No dim and no blocking — the piece lives under the overlay and must stay visible and
// draggable. Halo + hand travel together along the piece -> slot path, recomputed live.
if (cutout != null) cutout.SetVisible(false);
rootGroup.blocksRaycasts = false;
_target = null;
_dragFrom = from;
_dragTo = to;
_dragT = 0f;
if (from != null)
{
_mode = Mode.Drag;
SetPointerVisible(true);
StartHaloPulse();
}
else
{
_mode = Mode.Centered;
SetPointerVisible(false);
}
LayoutNow();
FadeInQuick();
}
public async UniTask ShowToastAsync(string message, CancellationToken ct, BubblePlacement placement = BubblePlacement.Auto, Vector2 offset = default)
{
CacheRefs();
KillAnims();
SetText(message);
_placement = placement;
_bubbleOffset = offset;
_mode = Mode.Centered;
_target = null;
_dragFrom = null;
_dragTo = null;
if (cutout != null) cutout.SetVisible(false);
SetPointerVisible(false);
rootGroup.blocksRaycasts = false;
LayoutNow();
await FadeAsync(0f, 1f, fadeDuration, ct);
try
{
await UniTask.Delay(TimeSpan.FromSeconds(toastSeconds), DelayType.UnscaledDeltaTime, cancellationToken: ct);
}
catch (OperationCanceledException)
{
HideInstant();
throw;
}
await FadeAsync(1f, 0f, fadeDuration, CancellationToken.None);
HideInstant();
}
public void HideInstant()
{
CacheRefs();
KillAnims();
ApplyHiddenState();
}
// ── Per-frame layout ─────────────────────────────────────────────────
private void LateUpdate()
{
if (_mode == Mode.Hidden) return;
LayoutNow();
}
private void LayoutNow()
{
switch (_mode)
{
case Mode.Tap:
if (_target == null) { HideInstant(); return; } // destroyed (scene swap) -> self-hide
PlaceSpotlight(_target);
break;
case Mode.Drag:
if (_dragFrom == null) { HideInstant(); return; }
LayoutDrag();
break;
default:
LayoutCentered();
break;
}
}
// Tap: cutout + halo + resting hand + bubble around a static target.
private void PlaceSpotlight(RectTransform target)
{
if (!TryToScreenBounds(target, out var min, out var max)) return;
var centerScreen = (min + max) * 0.5f;
var radiusScreen = (max - min).magnitude * 0.5f + holePadding;
if (cutout != null) cutout.SetHole(centerScreen, radiusScreen, Screen.width, Screen.height);
if (!ScreenToLocal(centerScreen, out var centerLocal)) return;
float scale = Screen.height > 0 ? _area.rect.height / Screen.height : 1f;
float radiusLocal = radiusScreen * scale;
if (halo != null)
{
halo.anchoredPosition = centerLocal;
halo.sizeDelta = Vector2.one * (radiusLocal * 2f);
}
if (hand != null)
hand.anchoredPosition = centerLocal + new Vector2(0f, -radiusLocal * 0.5f);
if (_placement == BubblePlacement.Auto)
PositionBubble(centerLocal.y, centerLocal.y + radiusLocal, centerLocal.y - radiusLocal);
else
PositionBubblePreset(_placement);
}
// Drag: halo + hand glide piece -> slot, recomputed live so it tracks the real positions.
private void LayoutDrag()
{
if (!TryToLocalCenter(_dragFrom, out var a)) return;
Vector2 b = _dragTo != null && TryToLocalCenter(_dragTo, out var bc) ? bc : a;
const float pressT = 0.25f;
const float holdT = 0.5f;
float move = Mathf.Max(0.3f, dragHandDuration);
float period = pressT + move + holdT;
_dragT += Time.unscaledDeltaTime;
if (_dragT >= period) _dragT -= period;
float frac, pressScale;
if (_dragT < pressT) { frac = 0f; pressScale = Mathf.Lerp(1f, 0.8f, _dragT / pressT); }
else if (_dragT < pressT + move) { frac = Mathf.SmoothStep(0f, 1f, (_dragT - pressT) / move); pressScale = 0.8f; }
else { frac = 1f; pressScale = Mathf.Lerp(0.8f, 1f, (_dragT - pressT - move) / holdT); }
Vector2 pos = Vector2.Lerp(a, b, frac);
float scale = Screen.height > 0 ? _area.rect.height / Screen.height : 1f;
float radiusScreen = 120f;
if (TryToScreenBounds(_dragFrom, out var min, out var max))
radiusScreen = (max - min).magnitude * 0.5f + holePadding;
float radiusLocal = radiusScreen * scale;
if (halo != null)
{
halo.anchoredPosition = pos;
halo.sizeDelta = Vector2.one * (radiusLocal * 2f);
}
if (hand != null)
{
// Put the visible fingertip on the target point (halo centre) so it points accurately,
// with the hand body hanging below it.
hand.anchoredPosition = pos - dragHandTipOffset;
hand.localScale = Vector3.one * pressScale;
}
// The drag path spans the play area, so pin the bubble to a screen edge instead of hugging
// the piece — keeps it off the shapes.
if (_placement == BubblePlacement.Auto)
PositionBubbleAtEdge(dragBubbleAtTop, dragBubbleEdgeMargin);
else
PositionBubblePreset(_placement);
}
private void LayoutCentered()
{
if (bubbleRoot == null) return;
if (_placement != BubblePlacement.Auto) { PositionBubblePreset(_placement); return; }
float halfH = _area.rect.height * 0.5f;
SetBubbleAnchored(new Vector2(0f, halfH * 0.45f));
}
// Applies the per-step offset to a computed base position and clamps so the bubble always
// stays fully on-screen, then commits it. Every bubble-positioning path routes through here.
private void SetBubbleAnchored(Vector2 baseLocal)
{
if (bubbleRoot == null) return;
float halfW = _area.rect.width * 0.5f;
float halfH = _area.rect.height * 0.5f;
float bubbleHalfW = bubbleRoot.rect.width * 0.5f;
float bubbleHalfH = bubbleRoot.rect.height * 0.5f;
Vector2 p = baseLocal + _bubbleOffset;
p.x = Mathf.Clamp(p.x, -halfW + bubbleHalfW, halfW - bubbleHalfW);
p.y = Mathf.Clamp(p.y, -halfH + bubbleHalfH, halfH - bubbleHalfH);
bubbleRoot.anchoredPosition = p;
}
private void PositionBubble(float holeCenterY, float holeTopY, float holeBottomY)
{
if (bubbleRoot == null) return;
float bubbleHalf = bubbleRoot.rect.height * 0.5f;
float y = holeCenterY <= 0f
? holeTopY + bubbleGap + bubbleHalf
: holeBottomY - bubbleGap - bubbleHalf;
SetBubbleAnchored(new Vector2(0f, y));
}
// Fixed-slot placement chosen per step (Top/Center/Bottom). Horizontally centred; clamped so
// the bubble always stays fully on-screen.
private void PositionBubblePreset(BubblePlacement placement)
{
if (bubbleRoot == null) return;
float halfH = _area.rect.height * 0.5f;
float bubbleHalf = bubbleRoot.rect.height * 0.5f;
float y = placement switch
{
BubblePlacement.Top => halfH - bubbleHalf - bubbleEdgeMargin,
BubblePlacement.Bottom => -halfH + bubbleHalf + bubbleEdgeMargin,
_ => 0f, // Center
};
SetBubbleAnchored(new Vector2(0f, y));
}
// Pins the bubble to the top or bottom edge (used for the drag step, whose target spans the
// play area). Centred horizontally so it clears the shapes.
private void PositionBubbleAtEdge(bool top, float margin)
{
if (bubbleRoot == null) return;
float halfH = _area.rect.height * 0.5f;
float bubbleHalf = bubbleRoot.rect.height * 0.5f;
float y = top ? halfH - bubbleHalf - margin : -halfH + bubbleHalf + margin;
SetBubbleAnchored(new Vector2(0f, y));
}
// ── Coordinate conversion (camera-agnostic) ──────────────────────────
private bool TryToScreenBounds(RectTransform target, out Vector2 min, out Vector2 max)
{
min = new Vector2(float.MaxValue, float.MaxValue);
max = new Vector2(float.MinValue, float.MinValue);
if (target == null) return false;
var cam = ResolveCamera(target);
target.GetWorldCorners(_corners);
for (int i = 0; i < 4; i++)
{
var sp = RectTransformUtility.WorldToScreenPoint(cam, _corners[i]);
min = Vector2.Min(min, sp);
max = Vector2.Max(max, sp);
}
return true;
}
private bool TryToLocalCenter(RectTransform target, out Vector2 local)
{
local = default;
if (!TryToScreenBounds(target, out var min, out var max)) return false;
return ScreenToLocal((min + max) * 0.5f, out local);
}
private bool ScreenToLocal(Vector2 screen, out Vector2 local) =>
RectTransformUtility.ScreenPointToLocalPointInRectangle(_area, screen, _overlayCam, out local);
private static Camera ResolveCamera(RectTransform target)
{
var c = target.GetComponentInParent<Canvas>();
if (c == null) return null;
c = c.rootCanvas;
return c.renderMode == RenderMode.ScreenSpaceOverlay ? null : c.worldCamera;
}
// ── Animation ────────────────────────────────────────────────────────
private void StartHaloPulse()
{
if (halo == null) return;
halo.localScale = Vector3.one;
_haloSeq = Sequence.Create(useUnscaledTime: true, cycles: -1)
.Chain(Tween.Scale(halo, Vector3.one * haloPulseScale, pulseDuration, Ease.InOutSine))
.Chain(Tween.Scale(halo, Vector3.one, pulseDuration, Ease.InOutSine));
}
private void StartHandTap()
{
if (hand == null) return;
hand.localScale = Vector3.one;
_handSeq = Sequence.Create(useUnscaledTime: true, cycles: -1)
.Chain(Tween.Scale(hand, Vector3.one * 0.82f, 0.35f, Ease.OutQuad))
.Chain(Tween.Scale(hand, Vector3.one, 0.35f, Ease.OutQuad))
.ChainDelay(0.35f);
}
private void FadeInQuick()
{
if (rootGroup == null) return;
Tween.StopAll(onTarget: rootGroup);
rootGroup.alpha = 0f;
Sequence.Create(useUnscaledTime: true).Chain(Tween.Alpha(rootGroup, 1f, fadeDuration, Ease.OutQuad));
}
private async UniTask FadeAsync(float from, float to, float duration, CancellationToken ct)
{
if (rootGroup == null) return;
Tween.StopAll(onTarget: rootGroup);
rootGroup.alpha = from;
float t = 0f;
while (t < duration)
{
ct.ThrowIfCancellationRequested();
t += Time.unscaledDeltaTime;
rootGroup.alpha = Mathf.Lerp(from, to, duration > 0f ? t / duration : 1f);
await UniTask.Yield(PlayerLoopTiming.Update);
}
rootGroup.alpha = to;
}
// ── State helpers ────────────────────────────────────────────────────
private void ApplyHiddenState()
{
_mode = Mode.Hidden;
_placement = BubblePlacement.Auto;
_bubbleOffset = Vector2.zero;
_target = null;
_dragFrom = null;
_dragTo = null;
if (cutout != null) cutout.SetVisible(false);
if (rootGroup != null)
{
rootGroup.alpha = 0f;
rootGroup.blocksRaycasts = false;
rootGroup.interactable = false;
}
SetPointerVisible(false);
}
private void SetText(string message)
{
if (bubbleText != null) bubbleText.text = message;
if (bubbleRoot != null) bubbleRoot.gameObject.SetActive(!string.IsNullOrEmpty(message));
}
private void SetPointerVisible(bool visible)
{
if (halo != null) halo.gameObject.SetActive(visible);
if (hand != null) hand.gameObject.SetActive(visible);
}
private void KillAnims()
{
if (_haloSeq.isAlive) _haloSeq.Stop();
if (_handSeq.isAlive) _handSeq.Stop();
_haloSeq = default;
_handSeq = default;
if (halo != null) { Tween.StopAll(onTarget: halo); halo.localScale = Vector3.one; }
if (hand != null) { Tween.StopAll(onTarget: hand); hand.localScale = Vector3.one; }
if (rootGroup != null) Tween.StopAll(onTarget: rootGroup);
}
private void OnDisable()
{
KillAnims();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4ecf127118699405ebcd0e0712d7373d

View File

@@ -3,10 +3,12 @@ using System.Collections.Generic;
using System.Threading; using System.Threading;
using Cysharp.Threading.Tasks; using Cysharp.Threading.Tasks;
using Darkmatter.Core.Contracts.Services.Ads; using Darkmatter.Core.Contracts.Services.Ads;
using Darkmatter.Core.Contracts.Services.Analytics;
using Darkmatter.Core.Data.Dynamic.Services.Ads; using Darkmatter.Core.Data.Dynamic.Services.Ads;
using Darkmatter.Core.Data.Static.Services.Ads; using Darkmatter.Core.Data.Static.Services.Ads;
using Darkmatter.Core.Enums.Services.Ads; using Darkmatter.Core.Enums.Services.Ads;
using UnityEngine; using UnityEngine;
using VContainer;
using AdFormat = Darkmatter.Core.Enums.Services.Ads.AdFormat; using AdFormat = Darkmatter.Core.Enums.Services.Ads.AdFormat;
#if GOOGLE_MOBILE_ADS #if GOOGLE_MOBILE_ADS
using GoogleMobileAds.Api; using GoogleMobileAds.Api;
@@ -25,13 +27,22 @@ namespace Darkmatter.Services.Ads
[SerializeField, Min(1)] private int reloadMaxAttempts = 6; [SerializeField, Min(1)] private int reloadMaxAttempts = 6;
[Tooltip("Hard fallback (seconds) to recover a full-screen show if AdMob never raises its close callback. Android focus-return recovery usually fires far sooner; this cap covers iOS/edge cases. Must exceed max plausible ad length so a real ad is never cut short.")] [Tooltip("Hard fallback (seconds) to recover a full-screen show if AdMob never raises its close callback. Android focus-return recovery usually fires far sooner; this cap covers iOS/edge cases. Must exceed max plausible ad length so a real ad is never cut short.")]
[SerializeField, Min(15f)] private float showWatchdogSeconds = 60f; [SerializeField, Min(15f)] private float showWatchdogSeconds = 60f;
[Tooltip("Max interstitials shown per app session (run). Once reached, ShowAsync(Interstitial) no-ops until the app restarts. Counts only ads actually shown, not failed/skipped attempts. 0 disables interstitials.")]
[SerializeField, Min(0)] private int maxInterstitialsPerSession = 8;
public bool IsInitialized => _initialized; public bool IsInitialized => _initialized;
public event Action<AdFormat, AdLoadState> LoadStateChanged; public event Action<AdFormat, AdLoadState> LoadStateChanged;
private IAnalyticsService _analytics;
private bool _initialized; private bool _initialized;
// Per-session interstitial counter. The service is the app-lifetime singleton (it retains
// loaded ads across scene swaps), so this survives Colorbook<->Gameplay transitions and only
// resets on app restart — i.e. a true per-session cap.
private int _interstitialsShownThisSession;
private bool _hasUserConsent = true; private bool _hasUserConsent = true;
private bool _isChildDirected; // Coloring book is a child-directed app, so default to true. SetConsent can still
// override if a consent flow later supplies a different value.
private bool _isChildDirected = true;
private CancellationTokenSource _lifetimeCts; private CancellationTokenSource _lifetimeCts;
// App interruption state, fed by the Unity lifecycle messages below. A full-screen ad // App interruption state, fed by the Unity lifecycle messages below. A full-screen ad
@@ -51,6 +62,12 @@ namespace Darkmatter.Services.Ads
private BannerView _banner; private BannerView _banner;
#endif #endif
// Method injection: AdMobAdService is a scene MonoBehaviour registered via RegisterComponent, so
// VContainer injects here rather than through a constructor. IAnalyticsService is the Root-scoped
// composite (Firebase + Facebook).
[Inject]
public void Construct(IAnalyticsService analytics) => _analytics = analytics;
private void Awake() private void Awake()
{ {
_lifetimeCts = new CancellationTokenSource(); _lifetimeCts = new CancellationTokenSource();
@@ -178,6 +195,11 @@ namespace Darkmatter.Services.Ads
if (!_initialized) return AdShowResult.Failure("Not initialized."); if (!_initialized) return AdShowResult.Failure("Not initialized.");
#if GOOGLE_MOBILE_ADS #if GOOGLE_MOBILE_ADS
// Per-session interstitial cap. Check before load so a capped show wastes no fill. Skip
// is silent (Failure, Shown=false); the fire-and-forget caller just keeps playing.
if (format == AdFormat.Interstitial && _interstitialsShownThisSession >= maxInterstitialsPerSession)
return AdShowResult.Failure("Session interstitial cap reached.");
if (!IsReady(format)) if (!IsReady(format))
{ {
bool loaded = await LoadAsync(format, cancellationToken); bool loaded = await LoadAsync(format, cancellationToken);
@@ -186,7 +208,12 @@ namespace Darkmatter.Services.Ads
switch (format) switch (format)
{ {
case AdFormat.Interstitial: return await ShowInterstitialAsync(cancellationToken); case AdFormat.Interstitial:
{
var result = await ShowInterstitialAsync(cancellationToken);
if (result.Shown) _interstitialsShownThisSession++; // count real shows only
return result;
}
case AdFormat.Rewarded: return await ShowRewardedAsync(cancellationToken); case AdFormat.Rewarded: return await ShowRewardedAsync(cancellationToken);
case AdFormat.RewardedInterstitial: return await ShowRewardedInterstitialAsync(cancellationToken); case AdFormat.RewardedInterstitial: return await ShowRewardedInterstitialAsync(cancellationToken);
case AdFormat.AppOpen: return await ShowAppOpenAsync(cancellationToken); case AdFormat.AppOpen: return await ShowAppOpenAsync(cancellationToken);
@@ -208,6 +235,8 @@ namespace Darkmatter.Services.Ads
_banner?.Destroy(); _banner?.Destroy();
_banner = new BannerView(unitId, MapBannerSize(size), MapBannerPosition(position)); _banner = new BannerView(unitId, MapBannerSize(size), MapBannerPosition(position));
_banner.OnAdPaid += v => LogAdImpression(AdFormat.Banner, v);
_banner.OnAdClicked += () => LogAdClicked(AdFormat.Banner);
var tcs = new UniTaskCompletionSource<bool>(); var tcs = new UniTaskCompletionSource<bool>();
_banner.OnBannerAdLoaded += () => tcs.TrySetResult(true); _banner.OnBannerAdLoaded += () => tcs.TrySetResult(true);
@@ -267,7 +296,9 @@ namespace Darkmatter.Services.Ads
: TagForChildDirectedTreatment.Unspecified, : TagForChildDirectedTreatment.Unspecified,
TagForUnderAgeOfConsent = _hasUserConsent TagForUnderAgeOfConsent = _hasUserConsent
? TagForUnderAgeOfConsent.Unspecified ? TagForUnderAgeOfConsent.Unspecified
: TagForUnderAgeOfConsent.True : TagForUnderAgeOfConsent.True,
// Child-directed app: cap served ads at G-rated content.
MaxAdContentRating = MaxAdContentRating.G
}; };
if (catalog.TestDeviceIds is { Count: > 0 }) if (catalog.TestDeviceIds is { Count: > 0 })
@@ -556,17 +587,59 @@ namespace Darkmatter.Services.Ads
catch (OperationCanceledException) { } catch (OperationCanceledException) { }
} }
private void WireFullScreenEvents(InterstitialAd ad, AdFormat format) => private void WireFullScreenEvents(InterstitialAd ad, AdFormat format)
{
ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle); ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle);
ad.OnAdPaid += v => LogAdImpression(format, v);
ad.OnAdClicked += () => LogAdClicked(format);
}
private void WireFullScreenEvents(RewardedAd ad, AdFormat format) => private void WireFullScreenEvents(RewardedAd ad, AdFormat format)
{
ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle); ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle);
ad.OnAdPaid += v => LogAdImpression(format, v);
ad.OnAdClicked += () => LogAdClicked(format);
}
private void WireFullScreenEvents(RewardedInterstitialAd ad, AdFormat format) => private void WireFullScreenEvents(RewardedInterstitialAd ad, AdFormat format)
{
ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle); ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle);
ad.OnAdPaid += v => LogAdImpression(format, v);
ad.OnAdClicked += () => LogAdClicked(format);
}
private void WireFullScreenEvents(AppOpenAd ad, AdFormat format) => private void WireFullScreenEvents(AppOpenAd ad, AdFormat format)
{
ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle); ad.OnAdFullScreenContentClosed += () => SetState(format, AdLoadState.Idle);
ad.OnAdPaid += v => LogAdImpression(format, v);
ad.OnAdClicked += () => LogAdClicked(format);
}
// Ad revenue: GA4-recommended ad_impression carries value+currency from AdMob's paid callback —
// this is what surfaces ad revenue in Firebase/GA4. Ad callbacks fire on the Unity main thread
// (RaiseAdEventsOnUnityMainThread = true), so logging straight to analytics is safe.
private void LogAdImpression(AdFormat format, AdValue value)
{
_analytics?.LogEvent(AnalyticsEvents.AdImpression, new Dictionary<string, object>
{
[AnalyticsParams.AdPlatform] = "AdMob",
[AnalyticsParams.AdFormat] = format.ToString(),
[AnalyticsParams.AdUnitName] = catalog.GetUnitId(format, Application.platform) ?? string.Empty,
[AnalyticsParams.Value] = value.Value / 1_000_000.0, // AdValue.Value is micros
[AnalyticsParams.Currency] = value.CurrencyCode ?? string.Empty,
[AnalyticsParams.Precision] = value.Precision.ToString(),
});
}
private void LogAdClicked(AdFormat format)
{
_analytics?.LogEvent(AnalyticsEvents.AdClicked, new Dictionary<string, object>
{
[AnalyticsParams.AdPlatform] = "AdMob",
[AnalyticsParams.AdFormat] = format.ToString(),
[AnalyticsParams.AdUnitName] = catalog.GetUnitId(format, Application.platform) ?? string.Empty,
});
}
private void ScheduleReload(AdFormat format) private void ScheduleReload(AdFormat format)
{ {

View File

@@ -10,8 +10,17 @@ namespace Darkmatter.Services.Analytics
{ {
public void Register(IContainerBuilder builder) public void Register(IContainerBuilder builder)
{ {
builder.RegisterEntryPoint<FirebaseAnalyticsSystem>().As<IAnalyticsService>(); // Firebase + Facebook are sinks (registered AsSelf so the composite can inject them);
// CompositeAnalyticsService is the single IAnalyticsService the rest of the app consumes.
builder.RegisterEntryPoint<FirebaseAnalyticsSystem>().AsSelf();
builder.RegisterEntryPoint<FacebookAnalyticsSystem>().AsSelf();
builder.Register<CompositeAnalyticsService>(Lifetime.Singleton).As<IAnalyticsService>();
builder.RegisterEntryPoint<AnalyticsTracker>(); builder.RegisterEntryPoint<AnalyticsTracker>();
builder.RegisterEntryPoint<ErrorAnalyticsTracker>();
// Feeds the FCM token to AppsFlyer for uninstall measurement (Android-only).
builder.RegisterEntryPoint<AppsFlyerUninstallTracker>();
} }
} }
} }

View File

@@ -2,14 +2,12 @@
"name": "Services.Analytics", "name": "Services.Analytics",
"rootNamespace": "Darkmatter.Services.Analytics", "rootNamespace": "Darkmatter.Services.Analytics",
"references": [ "references": [
"GUID:bd7ea2d41bfe64d229c22616f66e20f7",
"GUID:c1c03c0e5b2f4412b9f2be1c20d6a9b1", "GUID:c1c03c0e5b2f4412b9f2be1c20d6a9b1",
"GUID:f51ebe6a0ceec4240a699833d6309b23", "GUID:f51ebe6a0ceec4240a699833d6309b23",
"GUID:b0214a6008ed146ff8f122a6a9c2f6cc", "GUID:b0214a6008ed146ff8f122a6a9c2f6cc",
"GUID:f8c64bb88d959406689053ae3f31183d",
"GUID:a0b1547602fc44f6da0a5e755ab3a7ef",
"GUID:6a0a834eb41764f12ba55c3fb04a40cb", "GUID:6a0a834eb41764f12ba55c3fb04a40cb",
"GUID:b4c9f7fbf1e144933a1797dc208ece5f" "GUID:b4c9f7fbf1e144933a1797dc208ece5f",
"GUID:2a37df438292d4903b4e5159c5de3bf9"
], ],
"includePlatforms": [], "includePlatforms": [],
"excludePlatforms": [], "excludePlatforms": [],

View File

@@ -4,21 +4,43 @@ using Darkmatter.Core;
using Darkmatter.Core.Contracts.Services.Analytics; using Darkmatter.Core.Contracts.Services.Analytics;
using Darkmatter.Core.Data.Signals.Features.AppBoot; using Darkmatter.Core.Data.Signals.Features.AppBoot;
using Darkmatter.Core.Data.Signals.Features.Capture; using Darkmatter.Core.Data.Signals.Features.Capture;
using Darkmatter.Core.Data.Signals.Features.Coloring;
using Darkmatter.Core.Data.Signals.Features.Drawing; using Darkmatter.Core.Data.Signals.Features.Drawing;
using Darkmatter.Core.Data.Signals.Features.GameplayFlow; using Darkmatter.Core.Data.Signals.Features.GameplayFlow;
using Darkmatter.Core.Data.Signals.Features.MainMenu; using Darkmatter.Core.Data.Signals.Features.MainMenu;
using Darkmatter.Core.Data.Signals.Features.ShapeBuilder; using Darkmatter.Core.Data.Signals.Features.ShapeBuilder;
using Darkmatter.Core.Data.Signals.Features.Tutorial;
using Darkmatter.Libs.Observer; using Darkmatter.Libs.Observer;
using UnityEngine;
using VContainer.Unity; using VContainer.Unity;
namespace Darkmatter.Services.Analytics namespace Darkmatter.Services.Analytics
{ {
/// <summary>
/// Bridges gameplay signals to analytics events. Holds light per-drawing state (start time, distinct
/// colors, shape attempts) so completion/abandon events carry duration_seconds, colors_used and
/// attempts — the params that turn "they quit" into "they quit on drawing X after N seconds".
///
/// Logs once to <see cref="IAnalyticsService"/> (the composite), which fans out to Firebase + Facebook.
/// </summary>
public sealed class AnalyticsTracker : IStartable, IDisposable public sealed class AnalyticsTracker : IStartable, IDisposable
{ {
private const int ColorApplySampleEvery = 25; // color_applied is high-frequency → sample
private const string FirstDrawingKey = "analytics_first_drawing_started";
private const string AllContentKey = "analytics_all_content_completed";
private readonly IEventBus _bus; private readonly IEventBus _bus;
private readonly IAnalyticsService _analytics; private readonly IAnalyticsService _analytics;
private readonly List<IDisposable> _subs = new(); private readonly List<IDisposable> _subs = new();
// Per-drawing aggregation state.
private string _activeDrawingId;
private float _drawingStartTime = -1f;
private readonly HashSet<int> _colors = new();
private int _colorApplyCount;
private int _shapeAttempts;
private bool _firstDrawingTracked;
public AnalyticsTracker(IEventBus bus, IAnalyticsService analytics) public AnalyticsTracker(IEventBus bus, IAnalyticsService analytics)
{ {
_bus = bus; _bus = bus;
@@ -27,31 +49,180 @@ namespace Darkmatter.Services.Analytics
public void Start() public void Start()
{ {
_subs.Add(_bus.Subscribe<IntroCompletedSignal>(_ => _analytics.LogEvent("intro_completed"))); _firstDrawingTracked = PlayerPrefs.GetInt(FirstDrawingKey, 0) == 1;
_subs.Add(_bus.Subscribe<PlayBtnClickedSignal>(_ => _analytics.LogEvent("play_clicked")));
_subs.Add(_bus.Subscribe<OpenColorBookSignal>(_ => _analytics.LogEvent("colorbook_opened")));
_subs.Add(_bus.Subscribe<OpenArtBookSignal>(_ => _analytics.LogEvent("artbook_opened")));
_subs.Add(_bus.Subscribe<ReturnToMainMenuSignal>(_ => _analytics.LogEvent("main_menu_returned")));
_subs.Add(_bus.Subscribe<DrawingSelectedSignal>(s => // Onboarding / activation funnel
_analytics.LogEvent("drawing_selected", "template_id", s.TemplateId))); _subs.Add(_bus.Subscribe<IntroStartedSignal>(_ => _analytics.LogEvent(AnalyticsEvents.IntroStarted)));
_subs.Add(_bus.Subscribe<IntroCompletedSignal>(_ => _analytics.LogEvent(AnalyticsEvents.IntroCompleted)));
_subs.Add(_bus.Subscribe<PlayBtnClickedSignal>(_ => _analytics.LogEvent(AnalyticsEvents.PlayClicked)));
_subs.Add(_bus.Subscribe<ShapeBuilderStartedSignal>(s => // Navigation
_analytics.LogEvent("shape_builder_started", "template_id", s.TemplateId))); _subs.Add(_bus.Subscribe<OpenColorBookSignal>(_ => _analytics.LogEvent(AnalyticsEvents.ColorbookOpened)));
_subs.Add(_bus.Subscribe<OpenArtBookSignal>(_ => _analytics.LogEvent(AnalyticsEvents.ArtbookOpened)));
_subs.Add(_bus.Subscribe<ReturnToMainMenuSignal>(_ => OnReturnToMainMenu()));
_subs.Add(_bus.Subscribe<ShapeAssembledSignal>(s => // Core gameplay loop
_analytics.LogEvent("shape_assembled", "template_id", s.TemplateId))); _subs.Add(_bus.Subscribe<DrawingSelectedSignal>(s => OnDrawingSelected(s.TemplateId)));
_subs.Add(_bus.Subscribe<ColorAppliedSignal>(OnColorApplied));
_subs.Add(_bus.Subscribe<ShapeBuilderStartedSignal>(s => OnShapeBuilderStarted(s.TemplateId)));
_subs.Add(_bus.Subscribe<PieceSnappedSignal>(_ => _shapeAttempts++));
_subs.Add(_bus.Subscribe<PieceUnsnappedSignal>(_ => _shapeAttempts++));
_subs.Add(_bus.Subscribe<ShapeAssembledSignal>(s => OnShapeAssembled(s.TemplateId)));
_subs.Add(_bus.Subscribe<DrawingCompletedSignal>(OnDrawingCompleted));
_subs.Add(_bus.Subscribe<DrawingCompletedSignal>(s => _analytics.LogEvent("drawing_completed", // Progression & content
_subs.Add(_bus.Subscribe<AllContentCompletedSignal>(OnAllContentCompleted));
// Capture / save
_subs.Add(_bus.Subscribe<GallerySaveStartedSignal>(_ => _analytics.LogEvent(AnalyticsEvents.GallerySaveStarted)));
_subs.Add(_bus.Subscribe<GallerySaveCompletedSignal>(OnGallerySaveCompleted));
// Tutorial
_subs.Add(_bus.Subscribe<TutorialStartedSignal>(_ => _analytics.LogEvent(AnalyticsEvents.TutorialStarted)));
_subs.Add(_bus.Subscribe<TutorialStepCompletedSignal>(s => _analytics.LogEvent(AnalyticsEvents.TutorialStepCompleted,
new Dictionary<string, object> new Dictionary<string, object>
{ {
["template_id"] = s.TemplateId, [AnalyticsParams.StepId] = s.StepId,
["completion_count"] = s.CompletionCount, [AnalyticsParams.StepIndex] = s.StepIndex,
}))); })));
_subs.Add(_bus.Subscribe<TutorialCompletedSignal>(_ => _analytics.LogEvent(AnalyticsEvents.TutorialCompleted)));
}
_subs.Add(_bus.Subscribe<GallerySaveStartedSignal>(_ => _analytics.LogEvent("gallery_save_started"))); private void OnDrawingSelected(string drawingId)
_subs.Add(_bus.Subscribe<GallerySaveCompletedSignal>(s => {
_analytics.LogEvent("gallery_save_completed", "success", s.Success ? "true" : "false"))); // A new selection while a drawing is still open (uncompleted) = the previous one was abandoned.
EndActiveDrawingIfAbandoned();
_activeDrawingId = drawingId;
_drawingStartTime = Time.realtimeSinceStartup;
_colors.Clear();
_colorApplyCount = 0;
_shapeAttempts = 0;
_analytics.LogEvent(AnalyticsEvents.DrawingSelected, AnalyticsParams.DrawingId, drawingId);
_analytics.LogEvent(AnalyticsEvents.DrawingStarted, AnalyticsParams.DrawingId, drawingId);
_analytics.LogEvent(AnalyticsEvents.LevelStart, AnalyticsParams.LevelName, drawingId);
if (!_firstDrawingTracked)
{
_firstDrawingTracked = true;
PlayerPrefs.SetInt(FirstDrawingKey, 1);
PlayerPrefs.Save();
_analytics.LogEvent(AnalyticsEvents.FirstDrawingStarted, AnalyticsParams.DrawingId, drawingId);
}
}
private void OnColorApplied(ColorAppliedSignal s)
{
_colorApplyCount++;
Color32 c = s.Color;
_colors.Add((c.r << 24) | (c.g << 16) | (c.b << 8) | c.a);
// High-frequency event: emit only the first apply and every Nth thereafter.
if (_colorApplyCount == 1 || _colorApplyCount % ColorApplySampleEvery == 0)
{
_analytics.LogEvent(AnalyticsEvents.ColorApplied, new Dictionary<string, object>
{
[AnalyticsParams.DrawingId] = _activeDrawingId ?? string.Empty,
[AnalyticsParams.ApplyIndex] = _colorApplyCount,
});
}
}
private void OnShapeBuilderStarted(string drawingId)
{
_shapeAttempts = 0;
_analytics.LogEvent(AnalyticsEvents.ShapeBuilderStarted, AnalyticsParams.DrawingId, drawingId);
}
private void OnShapeAssembled(string drawingId)
{
_analytics.LogEvent(AnalyticsEvents.ShapeAssembled, new Dictionary<string, object>
{
[AnalyticsParams.DrawingId] = drawingId,
[AnalyticsParams.Attempts] = _shapeAttempts,
});
}
private void OnDrawingCompleted(DrawingCompletedSignal s)
{
var p = new Dictionary<string, object>
{
[AnalyticsParams.DrawingId] = s.TemplateId,
[AnalyticsParams.CompletionCount] = s.CompletionCount,
[AnalyticsParams.ColorsUsed] = _colors.Count,
};
float dur = ElapsedDrawingSeconds();
if (dur >= 0f) p[AnalyticsParams.DurationSeconds] = dur;
_analytics.LogEvent(AnalyticsEvents.DrawingCompleted, p);
// GA4 recommended games event (lights up built-in level funnels).
_analytics.LogEvent(AnalyticsEvents.LevelComplete, new Dictionary<string, object>
{
[AnalyticsParams.LevelName] = s.TemplateId,
[AnalyticsParams.Success] = 1,
});
ClearActiveDrawing();
}
private void OnAllContentCompleted(AllContentCompletedSignal s)
{
if (PlayerPrefs.GetInt(AllContentKey, 0) == 1) return; // once ever
PlayerPrefs.SetInt(AllContentKey, 1);
PlayerPrefs.Save();
_analytics.LogEvent(AnalyticsEvents.AllContentCompleted,
AnalyticsParams.CompletionCount, s.CompletedCount.ToString());
}
private void OnGallerySaveCompleted(GallerySaveCompletedSignal s)
{
_analytics.LogEvent(AnalyticsEvents.GallerySaveCompleted, AnalyticsParams.Success, s.Success ? "true" : "false");
_analytics.LogEvent(AnalyticsEvents.DrawingSaved, new Dictionary<string, object>
{
[AnalyticsParams.DrawingId] = _activeDrawingId ?? string.Empty,
[AnalyticsParams.Success] = s.Success ? 1 : 0,
});
}
private void OnReturnToMainMenu()
{
EndActiveDrawingIfAbandoned();
_analytics.LogEvent(AnalyticsEvents.MainMenuReturned);
}
// Emits drawing_abandoned for an open, uncompleted drawing. Completion clears _activeDrawingId, so
// reaching here with a non-null id means the drawing was left without finishing — the leak signal.
private void EndActiveDrawingIfAbandoned()
{
if (_activeDrawingId == null) return;
var p = new Dictionary<string, object>
{
[AnalyticsParams.DrawingId] = _activeDrawingId,
[AnalyticsParams.ColorsUsed] = _colors.Count,
};
float dur = ElapsedDrawingSeconds();
if (dur >= 0f) p[AnalyticsParams.DurationSeconds] = dur;
_analytics.LogEvent(AnalyticsEvents.DrawingAbandoned, p);
ClearActiveDrawing();
}
private float ElapsedDrawingSeconds()
{
if (_drawingStartTime < 0f) return -1f;
float d = Time.realtimeSinceStartup - _drawingStartTime;
return d >= 0f ? d : -1f; // guard against realtime baseline reset across an app relaunch
}
private void ClearActiveDrawing()
{
_activeDrawingId = null;
_drawingStartTime = -1f;
_colors.Clear();
_colorApplyCount = 0;
_shapeAttempts = 0;
} }
public void Dispose() public void Dispose()

View File

@@ -0,0 +1,66 @@
using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using VContainer.Unity;
#if UNITY_ANDROID
using AppsFlyerSDK;
using Firebase;
using Firebase.Messaging;
#endif
namespace Darkmatter.Services.Analytics
{
/// <summary>
/// Forwards the Firebase Cloud Messaging registration token to AppsFlyer so it can measure uninstalls.
/// Android-only: AppsFlyer's server-uninstall measurement keys off the FCM token. iOS uninstall uses the
/// APNs device token via a different AppsFlyer API and is intentionally not wired here, so FCM is not
/// initialised on iOS.
///
/// AppsFlyer itself is started in the Boot scene (AppsFlyerObjectScript); this only feeds it the token.
/// </summary>
public class AppsFlyerUninstallTracker : IAsyncStartable, IDisposable
{
public async UniTask StartAsync(CancellationToken cancellation = default)
{
#if UNITY_ANDROID
DependencyStatus status;
try
{
status = await FirebaseApp.CheckAndFixDependenciesAsync().AsUniTask();
}
catch (Exception e)
{
Debug.LogError($"[AppsFlyerUninstall] Firebase init failed: {e}");
return;
}
if (status != DependencyStatus.Available)
{
Debug.LogError($"[AppsFlyerUninstall] Firebase deps unavailable: {status}");
return;
}
// Subscribing triggers FCM registration; the current token is delivered here on every refresh.
FirebaseMessaging.TokenReceived += OnTokenReceived;
#else
await UniTask.CompletedTask;
#endif
}
#if UNITY_ANDROID
private static void OnTokenReceived(object sender, TokenReceivedEventArgs e)
{
try { AppsFlyer.updateServerUninstallToken(e.Token); }
catch (Exception ex) { Debug.LogError($"[AppsFlyerUninstall] updateServerUninstallToken failed: {ex}"); }
}
#endif
public void Dispose()
{
#if UNITY_ANDROID
FirebaseMessaging.TokenReceived -= OnTokenReceived;
#endif
}
}
}

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fileFormatVersion: 2
guid: 7a08ecb787f14b11a4f8ce163f223a53
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
using Darkmatter.Core.Contracts.Services.Analytics;
using UnityEngine;
namespace Darkmatter.Services.Analytics
{
/// <summary>
/// The single <see cref="IAnalyticsService"/> the app consumes. Fans every call out to all sinks
/// (Firebase + Facebook) so call sites log once and both backends receive it. A throwing sink is
/// isolated so it can't break the others. To add a sink: add a constructor arg and include it below.
/// </summary>
public sealed class CompositeAnalyticsService : IAnalyticsService
{
private readonly IAnalyticsService[] _sinks;
public CompositeAnalyticsService(FirebaseAnalyticsSystem firebase, FacebookAnalyticsSystem facebook)
{
_sinks = new IAnalyticsService[] { firebase, facebook };
}
public void LogEvent(string name) =>
ForEach(s => s.LogEvent(name));
public void LogEvent(string name, string paramName, string paramValue) =>
ForEach(s => s.LogEvent(name, paramName, paramValue));
public void LogEvent(string name, IReadOnlyDictionary<string, object> parameters) =>
ForEach(s => s.LogEvent(name, parameters));
public void SetUserProperty(string name, string value) =>
ForEach(s => s.SetUserProperty(name, value));
private void ForEach(Action<IAnalyticsService> action)
{
foreach (var sink in _sinks)
{
try { action(sink); }
catch (Exception e) { Debug.LogError($"[Analytics] Sink {sink.GetType().Name} failed: {e}"); }
}
}
}
}

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fileFormatVersion: 2
guid: fbc94bef99b574c83a85b6886ff7fd03

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using System;
using System.Collections.Generic;
using Darkmatter.Core.Contracts.Services.Analytics;
using UnityEngine;
using VContainer.Unity;
namespace Darkmatter.Services.Analytics
{
/// <summary>
/// Forwards Unity error/exception logs to analytics as a sampled <c>error_shown</c> event so
/// crash-adjacent friction surfaces in funnels. Capped per session and deduped by error_type to avoid
/// event floods / GA4 quota burn. No message text or PII is sent — only the leading token of the
/// condition (e.g. "NullReferenceException"). Distinct from Crashlytics (which logs full crashes).
/// </summary>
public sealed class ErrorAnalyticsTracker : IStartable, IDisposable
{
private const int MaxPerSession = 25;
private readonly IAnalyticsService _analytics;
private readonly HashSet<string> _seen = new();
private int _count;
public ErrorAnalyticsTracker(IAnalyticsService analytics) => _analytics = analytics;
public void Start() => Application.logMessageReceived += OnLog;
public void Dispose() => Application.logMessageReceived -= OnLog;
private void OnLog(string condition, string stackTrace, LogType type)
{
if (type != LogType.Error && type != LogType.Exception) return;
if (_count >= MaxPerSession) return;
string errorType = ExtractType(condition);
if (!_seen.Add(errorType)) return; // one per distinct type per session
_count++;
_analytics.LogEvent(AnalyticsEvents.ErrorShown, AnalyticsParams.ErrorType, errorType);
}
// Leading token only — keeps cardinality low and avoids leaking message contents / PII.
private static string ExtractType(string condition)
{
if (string.IsNullOrEmpty(condition)) return "unknown";
int colon = condition.IndexOf(':');
string head = (colon > 0 ? condition.Substring(0, colon) : condition).Trim();
int space = head.IndexOf(' ');
if (space > 0) head = head.Substring(0, space);
return head.Length > 40 ? head.Substring(0, 40) : head;
}
}
}

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