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BIN
Assets/.DS_Store
vendored
BIN
Assets/.DS_Store
vendored
Binary file not shown.
@@ -15,7 +15,7 @@ MonoBehaviour:
|
||||
m_DefaultGroup: 0e030d5498bfe4ffd8443c796618c539
|
||||
m_currentHash:
|
||||
serializedVersion: 2
|
||||
Hash: 00000000000000000000000000000000
|
||||
Hash: f172661451d53007cd560d2db7f013f5
|
||||
m_OptimizeCatalogSize: 0
|
||||
m_BuildRemoteCatalog: 0
|
||||
m_CatalogRequestsTimeout: 0
|
||||
|
||||
BIN
Assets/Darkmatter/.DS_Store
vendored
BIN
Assets/Darkmatter/.DS_Store
vendored
Binary file not shown.
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 224a4c0e39279476aa91487a2572bbdd
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c8ca87e84abf64a0eb0c32de824318b6
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Threading;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Darkmatter.Core.Enums.Features.Tutorial;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Darkmatter.Core.Contracts.Features.Tutorial
|
||||
@@ -18,19 +19,23 @@ namespace Darkmatter.Core.Contracts.Features.Tutorial
|
||||
/// 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);
|
||||
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);
|
||||
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);
|
||||
UniTask ShowToastAsync(string message, CancellationToken ct, BubblePlacement placement = BubblePlacement.Auto, Vector2 offset = default);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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 <= 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";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 44ad2e947d64f40a38febad220fa92a1
|
||||
@@ -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";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3a7d4e7d6ad7e4ba39f557ddc970890c
|
||||
@@ -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();
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ebc4c1a0dab8d4b4fb95428c30f57f35
|
||||
@@ -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;
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 381ea33520a140d8b5639279c5390d2c
|
||||
@@ -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);
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3dc3c138deba5452ebb0d84ad3d4bf44
|
||||
@@ -6,9 +6,13 @@ namespace Darkmatter.Core.Data.Static.Features.ShapeBuilder
|
||||
menuName = "Darkmatter/ShapeBuilder/Config")]
|
||||
public sealed class ShapeBuilderConfig : ScriptableObject
|
||||
{
|
||||
[Header("Radii (canvas units; reference resolution 2048x2048)")]
|
||||
[SerializeField] private float snapRadius = 100f;
|
||||
[SerializeField] private float previewRadius = 200f;
|
||||
// Single catch radius for both preview and snap, expressed as a multiple of
|
||||
// EACH slot's own half-diagonal — so a big slot gets a big catch and a small
|
||||
// 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)")]
|
||||
[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(0f, 1f)] private float dragAlpha = 0.7f;
|
||||
|
||||
[Header("Preview easing")]
|
||||
[SerializeField] private AnimationCurve previewCurve = AnimationCurve.EaseInOut(0, 0, 1, 1);
|
||||
|
||||
public float SnapRadius => snapRadius;
|
||||
public float PreviewRadius => previewRadius;
|
||||
public float CatchRadiusScale => catchRadiusScale;
|
||||
public float SnapDuration => snapDuration;
|
||||
public float ReturnDuration => returnDuration;
|
||||
public float DragScale => dragScale;
|
||||
public float DragAlpha => dragAlpha;
|
||||
public AnimationCurve PreviewCurve => previewCurve;
|
||||
|
||||
public Vector2 DragSizeDelta(ShapeSO shape) =>
|
||||
shape != null ? shape.DefaultSizeDelta : new Vector2(256, 256);
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Darkmatter.Core.Enums.Features.Tutorial;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Darkmatter.Core.Data.Static.Features.Tutorial
|
||||
@@ -17,9 +18,28 @@ namespace Darkmatter.Core.Data.Static.Features.Tutorial
|
||||
[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.")]
|
||||
@@ -34,9 +54,28 @@ namespace Darkmatter.Core.Data.Static.Features.Tutorial
|
||||
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;
|
||||
}
|
||||
|
||||
8
Assets/Darkmatter/Code/Core/Enums/Features/Tutorial.meta
Normal file
8
Assets/Darkmatter/Code/Core/Enums/Features/Tutorial.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4b28ea43ea1b942cab1264b52ec34a60
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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,
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 61e68e58d45cf4314886e2a414e3856d
|
||||
@@ -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();
|
||||
|
||||
@@ -44,6 +47,7 @@ namespace Darkmatter.Features.AppBoot.Flow
|
||||
|
||||
player.loopPointReached += OnDone;
|
||||
player.Play();
|
||||
_eventBus.Publish(new IntroStartedSignal());
|
||||
await _sceneService.LoadSceneAsync(nameof(GameScene.MainMenu), null, cancellation);
|
||||
|
||||
await tcs.Task.AttachExternalCancellation(cancellation);
|
||||
|
||||
@@ -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());
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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.
|
||||
// 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
|
||||
{
|
||||
|
||||
@@ -79,6 +79,21 @@ public class ColoringController : IColoringController, IDisposable
|
||||
if (from != color)
|
||||
_history.Push(new ColorRegionCommand(region, from, 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()
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
|
||||
|
||||
@@ -43,6 +43,7 @@ namespace Darkmatter.Features.GameplayFlow.Systems
|
||||
private IDrawingTemplate _template;
|
||||
private string _templateId;
|
||||
private DrawingPhase _phase = DrawingPhase.ShapeBuilding;
|
||||
private bool _allContentReported;
|
||||
|
||||
private IDisposable _assembledSub;
|
||||
private IDisposable _colorAppliedSub;
|
||||
@@ -151,6 +152,16 @@ namespace Darkmatter.Features.GameplayFlow.Systems
|
||||
var progressAfter = _progression.GetProgress(_templateId);
|
||||
_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);
|
||||
if (string.IsNullOrEmpty(nextId))
|
||||
{
|
||||
|
||||
8
Assets/Darkmatter/Code/Features/SaveGate.meta
Normal file
8
Assets/Darkmatter/Code/Features/SaveGate.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e6434fcc29f4e4949be4be8115fda2b9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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
|
||||
}
|
||||
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 48cf1e0dac50c4952b2f27e17e8a065a
|
||||
AssemblyDefinitionImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Darkmatter/Code/Features/SaveGate/Installers.meta
Normal file
8
Assets/Darkmatter/Code/Features/SaveGate/Installers.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8f38ec6a6d3544172b3fdf20e8d31800
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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));
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 46ff2e3f5fac64fc9a40fe00a37bd9c8
|
||||
61
Assets/Darkmatter/Code/Features/SaveGate/SETUP.md
Normal file
61
Assets/Darkmatter/Code/Features/SaveGate/SETUP.md
Normal file
@@ -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.
|
||||
7
Assets/Darkmatter/Code/Features/SaveGate/SETUP.md.meta
Normal file
7
Assets/Darkmatter/Code/Features/SaveGate/SETUP.md.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9db44e977bbde446daa19aa928ee1230
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
8
Assets/Darkmatter/Code/Features/SaveGate/Systems.meta
Normal file
8
Assets/Darkmatter/Code/Features/SaveGate/Systems.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 010c08604fc7e44ceb9d069874618ce8
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bcff7c06c2d77499db81865208f807e7
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7343ebeefe9e4db48c41c617347adae
|
||||
8
Assets/Darkmatter/Code/Features/SaveGate/UI.meta
Normal file
8
Assets/Darkmatter/Code/Features/SaveGate/UI.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1356ea11d3edf4c1293bc8dec5ecdb3a
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e2688ce9b9d9848719e2ee33cf6eb155
|
||||
@@ -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)
|
||||
|
||||
@@ -97,7 +97,10 @@ namespace Darkmatter.Features.ShapeBuilder.UI
|
||||
_bus = bus;
|
||||
_undo = undo;
|
||||
_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;
|
||||
|
||||
_homeParent = RectTransform.parent;
|
||||
@@ -151,7 +154,7 @@ namespace Darkmatter.Features.ShapeBuilder.UI
|
||||
if (_locked) return;
|
||||
|
||||
var pointerLocal = ScreenToLocal(e.position) + _grabOffset;
|
||||
var hovered = FindSlotUnder(e.position);
|
||||
var hovered = FindSlotForCatch(e.position);
|
||||
bool insidePreview = hovered != null;
|
||||
|
||||
if (insidePreview && !_inPreview)
|
||||
@@ -187,7 +190,11 @@ namespace Darkmatter.Features.ShapeBuilder.UI
|
||||
|
||||
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)
|
||||
{
|
||||
_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;
|
||||
Vector2 pointerLocal = ScreenToLocal(screenPos);
|
||||
SlotMarker best = null;
|
||||
float bestSqr = float.MaxValue;
|
||||
foreach (var s in _candidateSlots)
|
||||
{
|
||||
if (s == null) continue;
|
||||
if (s.IsOccupied && s != _activeSlot) continue;
|
||||
if (RectTransformUtility.RectangleContainsScreenPoint(s.RectTransform, screenPos, _eventCam))
|
||||
return s;
|
||||
var srt = s.RectTransform;
|
||||
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)
|
||||
|
||||
@@ -11,6 +11,7 @@ using Darkmatter.Core.Data.Signals.Features.GameplayFlow; // DrawingCompletedSig
|
||||
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
|
||||
@@ -44,6 +45,8 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
private CancellationTokenSource _runCts;
|
||||
private CancellationToken _ct;
|
||||
private bool _completed;
|
||||
private bool _drawingCompleted;
|
||||
private bool _hasColored;
|
||||
private bool _suspended;
|
||||
private Action _reshow;
|
||||
private int _stepIndex;
|
||||
@@ -74,6 +77,13 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
_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);
|
||||
}
|
||||
@@ -86,6 +96,8 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
_ct = _runCts.Token;
|
||||
_gen++;
|
||||
_suspended = false;
|
||||
_drawingCompleted = false;
|
||||
_hasColored = false;
|
||||
_reshow = null;
|
||||
_stepIndex = 0;
|
||||
_overlay.HideInstant();
|
||||
@@ -108,11 +120,22 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
}
|
||||
|
||||
// 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 6+, whose own
|
||||
// completion loads the catalog.
|
||||
// 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 && _stepIndex >= 2 && _stepIndex <= 5)
|
||||
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);
|
||||
}
|
||||
|
||||
@@ -154,7 +177,7 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
if (!await WaitForSignalAsync<DrawingCatalogReadySignal>()) return;
|
||||
}
|
||||
await UniTask.NextFrame(_ct);
|
||||
ShowStep(() => ShowBlockingTap(FindFirstCatalogCell(), _config.PickText));
|
||||
ShowStep(() => ShowBlockingTap(FindFirstCatalogCell(), _config.PickText, _config.PickBubble, _config.PickBubbleOffset));
|
||||
if (!await WaitForActionAsync<DrawingSelectedSignal>()) return;
|
||||
EndStep("pick", 1);
|
||||
|
||||
@@ -165,7 +188,7 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
ShowStep(() =>
|
||||
{
|
||||
var (pieceRect, slotRect) = FindFirstPieceAndSlot();
|
||||
if (pieceRect != null) _overlay.ShowDrag(pieceRect, slotRect, _config.DragText);
|
||||
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
|
||||
@@ -173,7 +196,7 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
|
||||
// Step 3 — finish the rest of the puzzle freely (non-blocking hint).
|
||||
_stepIndex = 3;
|
||||
ShowStep(() => _overlay.ShowTap(null, _config.FinishText, blockInput: false));
|
||||
ShowStep(() => _overlay.ShowTap(null, _config.FinishText, blockInput: false, _config.FinishBubble, _config.FinishBubbleOffset));
|
||||
if (!await WaitForActionAsync<ShapeAssembledSignal>()) return;
|
||||
EndStep("finish", 3);
|
||||
|
||||
@@ -181,32 +204,55 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
_stepIndex = 4;
|
||||
if (!await WaitForSignalAsync<RegionsInitializedSignal>()) return;
|
||||
await UniTask.NextFrame(_ct);
|
||||
ShowStep(() => ShowBlockingTap(FindFirstColorButton(), _config.ColorText));
|
||||
ShowStep(() => ShowBlockingTap(FindFirstColorButton(), _config.ColorText, _config.ColorBubble, _config.ColorBubbleOffset));
|
||||
if (!await WaitForActionAsync<ColorSelectedSignal>()) return;
|
||||
EndStep("color", 4);
|
||||
|
||||
// Step 5 — paint a region.
|
||||
// Step 5 — paint the first region (teaches the tap by spotlighting one region).
|
||||
_stepIndex = 5;
|
||||
ShowStep(() => ShowBlockingTap(FindLargestRegion(), _config.PaintText));
|
||||
// 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 — press Next.
|
||||
// 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;
|
||||
await UniTask.NextFrame(_ct);
|
||||
ShowStep(() => ShowBlockingTap(FindNextButton(), _config.NextText));
|
||||
if (!await WaitForActionAsync<DrawingCompletedSignal>()) return;
|
||||
EndStep("next", 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 — celebrate.
|
||||
// Step 7 — press Next (skipped if the drawing was already completed early).
|
||||
if (!_drawingCompleted)
|
||||
{
|
||||
_stepIndex = 7;
|
||||
await _overlay.ShowToastAsync(_config.DoneText, _ct);
|
||||
await UniTask.NextFrame(_ct);
|
||||
ShowStep(() => ShowBlockingTap(FindNextButton(), _config.NextText, _config.NextBubble, _config.NextBubbleOffset));
|
||||
if (!await WaitForActionAsync<DrawingCompletedSignal>()) return;
|
||||
EndStep("next", 7);
|
||||
}
|
||||
|
||||
private void ShowBlockingTap(RectTransform target, string message)
|
||||
// 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);
|
||||
_overlay.ShowTap(target, message, blockInput: target != null, placement, offset);
|
||||
}
|
||||
|
||||
private void EndStep(string id, int index)
|
||||
@@ -283,13 +329,16 @@ namespace Darkmatter.Features.Tutorial.Systems
|
||||
|
||||
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;
|
||||
piece = p;
|
||||
break;
|
||||
var index = p.transform.GetSiblingIndex();
|
||||
if (index < bestIndex) { bestIndex = index; piece = p; }
|
||||
}
|
||||
if (piece == null) return (null, null);
|
||||
|
||||
|
||||
@@ -2,6 +2,7 @@ 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;
|
||||
@@ -45,6 +46,8 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
[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;
|
||||
@@ -60,6 +63,8 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
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)
|
||||
@@ -91,11 +96,13 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
|
||||
// ── ITutorialOverlay ─────────────────────────────────────────────────
|
||||
|
||||
public void ShowTap(RectTransform target, string message, bool blockInput)
|
||||
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;
|
||||
|
||||
@@ -122,11 +129,13 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
FadeInQuick();
|
||||
}
|
||||
|
||||
public void ShowDrag(RectTransform from, RectTransform to, string message)
|
||||
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.
|
||||
@@ -153,11 +162,13 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
FadeInQuick();
|
||||
}
|
||||
|
||||
public async UniTask ShowToastAsync(string message, CancellationToken ct)
|
||||
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;
|
||||
@@ -238,8 +249,10 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
if (hand != null)
|
||||
hand.anchoredPosition = centerLocal + new Vector2(0f, -radiusLocal * 0.5f);
|
||||
|
||||
PositionBubble(centerLocal.y, centerLocal.y + radiusLocal, centerLocal.y - radiusLocal,
|
||||
_area.rect.height * 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.
|
||||
@@ -283,27 +296,59 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
|
||||
// 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;
|
||||
float bubbleHalf = bubbleRoot.rect.height * 0.5f;
|
||||
bubbleRoot.anchoredPosition =
|
||||
new Vector2(0f, Mathf.Clamp(halfH * 0.45f, -halfH + bubbleHalf, halfH - bubbleHalf));
|
||||
SetBubbleAnchored(new Vector2(0f, halfH * 0.45f));
|
||||
}
|
||||
|
||||
private void PositionBubble(float holeCenterY, float holeTopY, float holeBottomY, float halfH)
|
||||
// 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;
|
||||
y = Mathf.Clamp(y, -halfH + bubbleHalf, halfH - bubbleHalf);
|
||||
bubbleRoot.anchoredPosition = new Vector2(0f, y);
|
||||
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
|
||||
@@ -314,8 +359,7 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
float halfH = _area.rect.height * 0.5f;
|
||||
float bubbleHalf = bubbleRoot.rect.height * 0.5f;
|
||||
float y = top ? halfH - bubbleHalf - margin : -halfH + bubbleHalf + margin;
|
||||
y = Mathf.Clamp(y, -halfH + bubbleHalf, halfH - bubbleHalf);
|
||||
bubbleRoot.anchoredPosition = new Vector2(0f, y);
|
||||
SetBubbleAnchored(new Vector2(0f, y));
|
||||
}
|
||||
|
||||
// ── Coordinate conversion (camera-agnostic) ──────────────────────────
|
||||
@@ -405,6 +449,8 @@ namespace Darkmatter.Features.Tutorial.UI
|
||||
private void ApplyHiddenState()
|
||||
{
|
||||
_mode = Mode.Hidden;
|
||||
_placement = BubblePlacement.Auto;
|
||||
_bubbleOffset = Vector2.zero;
|
||||
_target = null;
|
||||
_dragFrom = null;
|
||||
_dragTo = null;
|
||||
|
||||
@@ -3,10 +3,12 @@ using System.Collections.Generic;
|
||||
using System.Threading;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using Darkmatter.Core.Contracts.Services.Ads;
|
||||
using Darkmatter.Core.Contracts.Services.Analytics;
|
||||
using Darkmatter.Core.Data.Dynamic.Services.Ads;
|
||||
using Darkmatter.Core.Data.Static.Services.Ads;
|
||||
using Darkmatter.Core.Enums.Services.Ads;
|
||||
using UnityEngine;
|
||||
using VContainer;
|
||||
using AdFormat = Darkmatter.Core.Enums.Services.Ads.AdFormat;
|
||||
#if GOOGLE_MOBILE_ADS
|
||||
using GoogleMobileAds.Api;
|
||||
@@ -25,13 +27,22 @@ 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;
|
||||
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;
|
||||
|
||||
// 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;
|
||||
#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()
|
||||
{
|
||||
_lifetimeCts = new CancellationTokenSource();
|
||||
@@ -178,6 +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);
|
||||
@@ -186,7 +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);
|
||||
@@ -208,6 +235,8 @@ namespace Darkmatter.Services.Ads
|
||||
|
||||
_banner?.Destroy();
|
||||
_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>();
|
||||
_banner.OnBannerAdLoaded += () => tcs.TrySetResult(true);
|
||||
@@ -267,7 +296,9 @@ namespace Darkmatter.Services.Ads
|
||||
: TagForChildDirectedTreatment.Unspecified,
|
||||
TagForUnderAgeOfConsent = _hasUserConsent
|
||||
? 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 })
|
||||
@@ -556,17 +587,59 @@ namespace Darkmatter.Services.Ads
|
||||
catch (OperationCanceledException) { }
|
||||
}
|
||||
|
||||
private void WireFullScreenEvents(InterstitialAd ad, AdFormat format) =>
|
||||
private void WireFullScreenEvents(InterstitialAd ad, AdFormat format)
|
||||
{
|
||||
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.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.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.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)
|
||||
{
|
||||
|
||||
@@ -10,8 +10,17 @@ namespace Darkmatter.Services.Analytics
|
||||
{
|
||||
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<ErrorAnalyticsTracker>();
|
||||
|
||||
// Feeds the FCM token to AppsFlyer for uninstall measurement (Android-only).
|
||||
builder.RegisterEntryPoint<AppsFlyerUninstallTracker>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -2,14 +2,12 @@
|
||||
"name": "Services.Analytics",
|
||||
"rootNamespace": "Darkmatter.Services.Analytics",
|
||||
"references": [
|
||||
"GUID:bd7ea2d41bfe64d229c22616f66e20f7",
|
||||
"GUID:c1c03c0e5b2f4412b9f2be1c20d6a9b1",
|
||||
"GUID:f51ebe6a0ceec4240a699833d6309b23",
|
||||
"GUID:b0214a6008ed146ff8f122a6a9c2f6cc",
|
||||
"GUID:f8c64bb88d959406689053ae3f31183d",
|
||||
"GUID:a0b1547602fc44f6da0a5e755ab3a7ef",
|
||||
"GUID:6a0a834eb41764f12ba55c3fb04a40cb",
|
||||
"GUID:b4c9f7fbf1e144933a1797dc208ece5f"
|
||||
"GUID:b4c9f7fbf1e144933a1797dc208ece5f",
|
||||
"GUID:2a37df438292d4903b4e5159c5de3bf9"
|
||||
],
|
||||
"includePlatforms": [],
|
||||
"excludePlatforms": [],
|
||||
|
||||
@@ -4,22 +4,43 @@ using Darkmatter.Core;
|
||||
using Darkmatter.Core.Contracts.Services.Analytics;
|
||||
using Darkmatter.Core.Data.Signals.Features.AppBoot;
|
||||
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.GameplayFlow;
|
||||
using Darkmatter.Core.Data.Signals.Features.MainMenu;
|
||||
using Darkmatter.Core.Data.Signals.Features.ShapeBuilder;
|
||||
using Darkmatter.Core.Data.Signals.Features.Tutorial;
|
||||
using Darkmatter.Libs.Observer;
|
||||
using UnityEngine;
|
||||
using VContainer.Unity;
|
||||
|
||||
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
|
||||
{
|
||||
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 IAnalyticsService _analytics;
|
||||
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)
|
||||
{
|
||||
_bus = bus;
|
||||
@@ -28,40 +49,180 @@ namespace Darkmatter.Services.Analytics
|
||||
|
||||
public void Start()
|
||||
{
|
||||
_subs.Add(_bus.Subscribe<IntroCompletedSignal>(_ => _analytics.LogEvent("intro_completed")));
|
||||
_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")));
|
||||
_firstDrawingTracked = PlayerPrefs.GetInt(FirstDrawingKey, 0) == 1;
|
||||
|
||||
_subs.Add(_bus.Subscribe<DrawingSelectedSignal>(s =>
|
||||
_analytics.LogEvent("drawing_selected", "template_id", s.TemplateId)));
|
||||
// Onboarding / activation funnel
|
||||
_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 =>
|
||||
_analytics.LogEvent("shape_builder_started", "template_id", s.TemplateId)));
|
||||
// Navigation
|
||||
_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 =>
|
||||
_analytics.LogEvent("shape_assembled", "template_id", s.TemplateId)));
|
||||
// Core gameplay loop
|
||||
_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>
|
||||
{
|
||||
["template_id"] = s.TemplateId,
|
||||
["completion_count"] = s.CompletionCount,
|
||||
[AnalyticsParams.StepId] = s.StepId,
|
||||
[AnalyticsParams.StepIndex] = s.StepIndex,
|
||||
})));
|
||||
_subs.Add(_bus.Subscribe<TutorialCompletedSignal>(_ => _analytics.LogEvent(AnalyticsEvents.TutorialCompleted)));
|
||||
}
|
||||
|
||||
_subs.Add(_bus.Subscribe<GallerySaveStartedSignal>(_ => _analytics.LogEvent("gallery_save_started")));
|
||||
_subs.Add(_bus.Subscribe<GallerySaveCompletedSignal>(s =>
|
||||
_analytics.LogEvent("gallery_save_completed", "success", s.Success ? "true" : "false")));
|
||||
|
||||
_subs.Add(_bus.Subscribe<TutorialStartedSignal>(_ => _analytics.LogEvent("tutorial_started")));
|
||||
_subs.Add(_bus.Subscribe<TutorialStepCompletedSignal>(s => _analytics.LogEvent("tutorial_step_completed",
|
||||
new Dictionary<string, object>
|
||||
private void OnDrawingSelected(string drawingId)
|
||||
{
|
||||
["step_id"] = s.StepId,
|
||||
["step_index"] = s.StepIndex,
|
||||
})));
|
||||
_subs.Add(_bus.Subscribe<TutorialCompletedSignal>(_ => _analytics.LogEvent("tutorial_completed")));
|
||||
// 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()
|
||||
|
||||
@@ -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
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7a08ecb787f14b11a4f8ce163f223a53
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,43 @@
|
||||
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}"); }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fbc94bef99b574c83a85b6886ff7fd03
|
||||
@@ -0,0 +1,51 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 05e0b4bc8382a40c0a78b122ac37a9fa
|
||||
@@ -0,0 +1,108 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Darkmatter.Core.Contracts.Services.Analytics;
|
||||
using Facebook.Unity;
|
||||
using UnityEngine;
|
||||
using VContainer.Unity;
|
||||
|
||||
namespace Darkmatter.Services.Analytics
|
||||
{
|
||||
/// <summary>
|
||||
/// Facebook App Events sink. Mirrors <see cref="FirebaseAnalyticsSystem"/>'s readiness queue: events
|
||||
/// logged before FB.Init completes are buffered and flushed on init.
|
||||
///
|
||||
/// Compliance: child-directed app — advertiser-ID collection is OFF (FacebookSettings), so App Events
|
||||
/// flow without IDFA. Do NOT enable advertiser tracking / ATT here. See memory child-directed-coppa.
|
||||
/// </summary>
|
||||
public class FacebookAnalyticsSystem : IAnalyticsService, IStartable
|
||||
{
|
||||
private bool _ready;
|
||||
private readonly Queue<Action> _pending = new();
|
||||
|
||||
public void Start()
|
||||
{
|
||||
if (FB.IsInitialized) OnInitialized();
|
||||
else FB.Init(OnInitialized);
|
||||
}
|
||||
|
||||
private void OnInitialized()
|
||||
{
|
||||
FB.ActivateApp();
|
||||
_ready = true;
|
||||
while (_pending.Count > 0)
|
||||
{
|
||||
try { _pending.Dequeue().Invoke(); }
|
||||
catch (Exception e) { Debug.LogError($"[FacebookAnalytics] Queued event failed: {e}"); }
|
||||
}
|
||||
}
|
||||
|
||||
public void LogEvent(string name) =>
|
||||
Run(() => FB.LogAppEvent(MapName(name)));
|
||||
|
||||
public void LogEvent(string name, string paramName, string paramValue) =>
|
||||
Run(() => FB.LogAppEvent(MapName(name), null,
|
||||
new Dictionary<string, object> { [paramName] = paramValue ?? string.Empty }));
|
||||
|
||||
public void LogEvent(string name, IReadOnlyDictionary<string, object> parameters)
|
||||
{
|
||||
if (parameters == null || parameters.Count == 0)
|
||||
{
|
||||
LogEvent(name);
|
||||
return;
|
||||
}
|
||||
|
||||
var dict = new Dictionary<string, object>(parameters.Count);
|
||||
float? valueToSum = null;
|
||||
foreach (var kv in parameters)
|
||||
{
|
||||
// GA4 ad_impression carries revenue in "value"; surface it to FB as the summable value.
|
||||
if (kv.Key == AnalyticsParams.Value && TryToFloat(kv.Value, out var v)) valueToSum = v;
|
||||
dict[kv.Key] = ToFbValue(kv.Value);
|
||||
}
|
||||
Run(() => FB.LogAppEvent(MapName(name), valueToSum, dict));
|
||||
}
|
||||
|
||||
// Facebook App Events has no user-property concept.
|
||||
public void SetUserProperty(string name, string value) { }
|
||||
|
||||
private void Run(Action action)
|
||||
{
|
||||
if (_ready)
|
||||
{
|
||||
try { action(); }
|
||||
catch (Exception e) { Debug.LogError($"[FacebookAnalytics] Event failed: {e}"); }
|
||||
}
|
||||
else _pending.Enqueue(action);
|
||||
}
|
||||
|
||||
// Map our snake_case names to Facebook standard events where one exists; else log as custom.
|
||||
// (This SDK's AppEventName has no Ad* constants, so ad_impression / ad_clicked stay custom.)
|
||||
private static string MapName(string name) => name switch
|
||||
{
|
||||
AnalyticsEvents.TutorialCompleted => AppEventName.CompletedTutorial,
|
||||
AnalyticsEvents.LevelComplete => AppEventName.AchievedLevel,
|
||||
_ => name
|
||||
};
|
||||
|
||||
private static object ToFbValue(object value) => value switch
|
||||
{
|
||||
null => string.Empty,
|
||||
bool b => b ? 1 : 0,
|
||||
string s => s,
|
||||
int or long or float or double => value,
|
||||
_ => value.ToString()
|
||||
};
|
||||
|
||||
private static bool TryToFloat(object value, out float result)
|
||||
{
|
||||
switch (value)
|
||||
{
|
||||
case float f: result = f; return true;
|
||||
case double d: result = (float)d; return true;
|
||||
case int i: result = i; return true;
|
||||
case long l: result = l; return true;
|
||||
default: result = 0f; return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
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BIN
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Normal file
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After Width: | Height: | Size: 107 KiB |
208
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user