fade to correct scene when current scene doesn't match save file on load

This commit is contained in:
2026-04-17 21:21:42 -05:00
parent db47bc3768
commit 8dd61407cd
4 changed files with 41 additions and 63 deletions
-45
View File
@@ -2984,17 +2984,6 @@ MeshFilter:
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+26 -11
View File
@@ -44,7 +44,6 @@ private void Awake()
private void Start()
{
SaveSystem.Load();
SaveSystem.Save(); // save off any corruption fixes
}
/// <summary>
@@ -70,15 +69,15 @@ private void ReloadReferences()
/// <summary>
/// Triggers transition to a map point
/// </summary>
public void GoToMapPoint(MapPoint mapPoint)
public void GoToMapPoint(MapPoint mapPoint, bool instantBlackScreen = false)
{
StartCoroutine(GoToMapPointCoroutine(mapPoint));
StartCoroutine(GoToMapPointCoroutine(mapPoint, instantBlackScreen));
}
/// <summary>
/// Executes transition to map point (scene and location)
/// </summary>
private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint, bool instantBlackScreen)
{
Instance.isTransitioningScenes = true;
Instance.PlayerController.SetCharacterControl(false);
@@ -89,15 +88,24 @@ private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
float fadeTime = 0;
Color blackScreenColor = Color.black;
while (fadeTime < fadeDuration)
// Fade to black when instantBlackScreen is false
if (!instantBlackScreen)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
Instance.BlackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
}
else
{
// instantly make screen black before scene transition
blackScreenColor.a = 1;
Instance.BlackScreen.color = blackScreenColor;
}
fadeTime = 0;
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(mapPoint.Scene);
while (!asyncLoad.isDone)
@@ -126,6 +134,9 @@ private IEnumerator GoToMapPointCoroutine(MapPoint mapPoint)
yield return null;
}
blackScreenColor.a = 0;
Instance.BlackScreen.color = blackScreenColor;
// move character a little more
while (fadeTime < moveDuration)
{
@@ -183,6 +194,7 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
ReloadReferences();
// Make sure screen is black in new scene
blackScreenColor.a = 1;
Instance.BlackScreen.color = blackScreenColor;
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
@@ -207,6 +219,9 @@ private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
yield return null;
}
blackScreenColor.a = 0;
Instance.BlackScreen.color = blackScreenColor;
// move character a little more
while (fadeTime < moveDuration)
{
+6
View File
@@ -7,4 +7,10 @@ public class MapPoint
{
public string Scene;
public Vector3 SpawnPosition;
public MapPoint(string scene, Vector3 spawnPosition)
{
this.Scene = scene;
this.SpawnPosition = spawnPosition;
}
}
+9 -7
View File
@@ -17,14 +17,16 @@ public void SavePlayerData(ref PlayerSaveData data)
public void LoadPlayerData(PlayerSaveData data)
{
/*if (data.currentScene != null && data.currentScene != SceneManager.GetActiveScene().name)
if (data.currentScene != null && data.currentScene != SceneManager.GetActiveScene().name)
{
SceneManager.LoadScene(data.currentScene);
}*/
GameManager.Instance.PlayerManager.CurrentToolIndex = data.activeToolIndex;
GameManager.Instance.PlayerController.cameraController.SnapToRotation(data.camRotation);
GameManager.Instance.PlayerController.transform.position = data.dougPosition;
GameManager.Instance.GoToMapPoint(new MapPoint(data.currentScene, data.dougPosition), true);
}
else
{
GameManager.Instance.PlayerManager.CurrentToolIndex = data.activeToolIndex;
GameManager.Instance.PlayerController.cameraController.SnapToRotation(data.camRotation);
GameManager.Instance.PlayerController.transform.position = data.dougPosition;
}
}
#endregion
}