Compare commits

...

20 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
Mausham
e3f047de2b Merge remote-tracking branch 'origin/savya' into work_branch 2026-06-03 10:54:02 +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
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
146 changed files with 12904 additions and 676 deletions

View File

@@ -33,6 +33,12 @@ MonoBehaviour:
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 239bd4d142f84024996594b45f4925d5
m_Address: Boat
m_ReadOnly: 0
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 2d55441a1a6751c45bb9af623301426e
m_Address: Car
m_ReadOnly: 0
@@ -51,6 +57,12 @@ MonoBehaviour:
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 478bf0db3a98f1941a5d25414ba9f87d
m_Address: Train
m_ReadOnly: 0
m_SerializedLabels:
- drawing
FlaggedDuringContentUpdateRestriction: 0
- m_GUID: 62ae112e11b695a40b889d773a36f8bd
m_Address: Elephant
m_ReadOnly: 0
@@ -63,6 +75,18 @@ MonoBehaviour:
m_SerializedLabels:
- drawing
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_Address: Airplane
m_ReadOnly: 0

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@@ -0,0 +1,8 @@
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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

View File

@@ -30,6 +30,9 @@ namespace Darkmatter.Features.AppBoot.Flow
public async UniTask StartAsync(CancellationToken cancellation = default)
{
#if UNITY_ANDROID || UNITY_IOS
Application.targetFrameRate = 60;
#endif
Screen.sleepTimeout = SleepTimeout.NeverSleep;
await _progression.LoadAsync();

View File

@@ -5,6 +5,7 @@ using Cysharp.Threading.Tasks;
using Darkmatter.Core;
using Darkmatter.Core.Contracts.Features.DrawingCatalog;
using Darkmatter.Core.Contracts.Features.Progression;
using Darkmatter.Core.Contracts.Features.SaveGate;
using Darkmatter.Core.Contracts.Services.Gallery;
using Darkmatter.Core.Data.Signals.Features.Drawing;
using Darkmatter.Libs.Observer;
@@ -22,6 +23,7 @@ namespace Darkmatter.Features.Artbook
private readonly IProgressionSystem _progression;
private readonly IDrawingTemplateCatalog _catalog;
private readonly IGalleryService _gallery;
private readonly IRewardedSaveGate _saveGate;
private readonly List<ArtbookEntry> _entries = new();
private readonly List<Sprite> _ownedSprites = new();
@@ -36,13 +38,15 @@ namespace Darkmatter.Features.Artbook
IEventBus eventBus,
IProgressionSystem progression,
IDrawingTemplateCatalog catalog,
IGalleryService gallery)
IGalleryService gallery,
IRewardedSaveGate saveGate)
{
_view = view;
_eventBus = eventBus;
_progression = progression;
_catalog = catalog;
_gallery = gallery;
_saveGate = saveGate;
}
public void Start()
@@ -151,7 +155,11 @@ namespace Darkmatter.Features.Artbook
{
if (!entry.HasValue || entry.Value.Thumbnail == null) return;
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);
// The art book has no success popup of its own, so use the shared toast.
await _saveGate.ShowSavedAsync(ct);
}
private void HandleLeftEditClicked() => OpenForEdit(GetLeftEntry());

View File

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

View File

@@ -1,6 +1,8 @@
using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using Darkmatter.Core.Contracts.Features.Capture;
using Darkmatter.Core.Contracts.Features.SaveGate;
using VContainer.Unity;
namespace Darkmatter.Features.Capture.UI
@@ -9,15 +11,20 @@ namespace Darkmatter.Features.Capture.UI
{
private readonly CaptureButtonView _view;
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;
_capture = capture;
_saveGate = saveGate;
}
public void Start()
{
_cts = new CancellationTokenSource();
_view.OnCaptureClicked += HandleCaptureClicked;
}
@@ -25,11 +32,16 @@ namespace Darkmatter.Features.Capture.UI
private async UniTaskVoid CaptureAsync()
{
var ct = _cts?.Token ?? CancellationToken.None;
_view.SetInteractable(false);
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
{
_view.SetInteractable(true);
@@ -39,6 +51,9 @@ namespace Darkmatter.Features.Capture.UI
public void Dispose()
{
_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 _returnToMainMenuSubscription;
private bool _navigatingToGameplay;
private int _selectCount;
private CancellationTokenSource _scopeCts;
public ColorbookFlowController(
@@ -110,9 +111,14 @@ public class ColorbookFlowController : IAsyncStartable, IDisposable
_loadingScreen.Show();
_loadingScreen.SetProgress(0f);
// Fire the interstitial but never await it: the ad overlays the transition while the level
// loads underneath, so a missed/dropped ad callback can't stall the flow at 0% anymore.
ShowInterstitialAdAsync(ct).Forget();
// Frequency cap: show an interstitial on every 2nd level open (2nd, 4th, ...). On skip turns
// just keep one prewarmed so the next show has an ad ready. Fire-and-forget either way — the
// 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
{

View File

@@ -25,10 +25,16 @@ namespace Darkmatter.Features.Coloring.UI
rt.localScale = startScale;
rt.localRotation = Quaternion.identity;
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,
cycles: wiggleCycles * 2, cycleMode: CycleMode.Yoyo)
.ToUniTask(cancellationToken: ct);
if (rt == null) return;
rt.localRotation = Quaternion.identity;
}

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@@ -0,0 +1,8 @@
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folderAsset: yes
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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
}

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@@ -0,0 +1,7 @@
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@@ -0,0 +1,8 @@
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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 @@
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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 @@
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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();
}
}
}

View File

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

View File

@@ -107,31 +107,32 @@ namespace Darkmatter.Features.ShapeBuilder.Systems
_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)
if (s != null && s.Shape != null && colorByShapeId.TryGetValue(s.Shape.Id, out var c))
s.SetColor(c);
if (s != null)
s.SetColor(NextDistinctColor(ref hue));
CreateShapePieceInstances(template, preSnappedIds, count, slots, colorByShapeId);
CreateShapePieceInstances(template, preSnappedIds, count, slots, ref hue);
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>();
foreach (var p in template.Pieces)
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;
hue = Mathf.Repeat(hue + GoldenHueStep, 1f);
return Color.HSVToRGB(hue, 0.7f, 0.95f);
}
private void CreateShapePieceInstances(IDrawingTemplate template, IReadOnlyCollection<string> preSnappedIds,
int count,
SlotMarker[] slots, Dictionary<string, Color> colorByShapeId)
SlotMarker[] slots, ref float hue)
{
var preSnapCounts = new Dictionary<string, int>();
if (preSnappedIds != null)
@@ -152,8 +153,7 @@ namespace Darkmatter.Features.ShapeBuilder.Systems
}
var piece = _factory.Create(_piecePrefab, shape, candidates, Vector2.zero);
if (colorByShapeId != null && colorByShapeId.TryGetValue(shape.Id, out var c))
piece.SetColor(c);
piece.SetColor(NextDistinctColor(ref hue));
_pieces.Add(piece);
if (preSnapCounts.TryGetValue(shape.Id, out var remaining) && remaining > 0)

View File

@@ -46,6 +46,7 @@ namespace Darkmatter.Features.Tutorial.Systems
private CancellationToken _ct;
private bool _completed;
private bool _drawingCompleted;
private bool _hasColored;
private bool _suspended;
private Action _reshow;
private int _stepIndex;
@@ -80,6 +81,9 @@ namespace Darkmatter.Features.Tutorial.Systems
// 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);
}
@@ -93,6 +97,7 @@ namespace Darkmatter.Features.Tutorial.Systems
_gen++;
_suspended = false;
_drawingCompleted = false;
_hasColored = false;
_reshow = null;
_stepIndex = 0;
_overlay.HideInstant();
@@ -119,8 +124,19 @@ namespace Darkmatter.Features.Tutorial.Systems
// press), whose own completion loads the catalog.
private void OnCatalogReadyGlobal(DrawingCatalogReadySignal _)
{
if (!_completed && !_drawingCompleted && _stepIndex >= 2 && _stepIndex <= 6)
StartRun(skipCatalogWait: true);
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)

View File

@@ -27,12 +27,18 @@ namespace Darkmatter.Services.Ads
[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.")]
[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 event Action<AdFormat, AdLoadState> LoadStateChanged;
private IAnalyticsService _analytics;
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;
// Coloring book is a child-directed app, so default to true. SetConsent can still
// override if a consent flow later supplies a different value.
@@ -189,6 +195,11 @@ namespace Darkmatter.Services.Ads
if (!_initialized) return AdShowResult.Failure("Not initialized.");
#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))
{
bool loaded = await LoadAsync(format, cancellationToken);
@@ -197,7 +208,12 @@ namespace Darkmatter.Services.Ads
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.RewardedInterstitial: return await ShowRewardedInterstitialAsync(cancellationToken);
case AdFormat.AppOpen: return await ShowAppOpenAsync(cancellationToken);

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enabled: 0
settings:
CPU: None
- first:
Standalone: LinuxUniversal
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: OSXUniversal
second:
enabled: 0
settings:
CPU: None
- first:
Standalone: Win
second:
Win:
enabled: 1
settings:
CPU: AnyCPU
- first:
Standalone: Win64
second:
Win64:
enabled: 1
settings:
CPU: AnyCPU
- first:
WebGL: WebGL
second:
enabled: 1
settings: {}
- first:
Windows Store Apps: WindowsStoreApps
second:
enabled: 0
settings:
CPU: AnyCPU
userData:
assetBundleName:
assetBundleVariant:

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