add scene transition

This commit is contained in:
2026-03-05 20:26:22 -06:00
parent 8a6338842a
commit 90430ef9c3
11 changed files with 6394 additions and 8 deletions
+416 -2
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File diff suppressed because it is too large Load Diff
+7
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+97 -3
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@@ -1,5 +1,9 @@
using System.Collections;
using System.Collections.Generic;
using Unity.VectorGraphics;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
{
@@ -8,13 +12,18 @@ public class GameManager : MonoBehaviour
public Inventory Inventory { get; private set; }
public Storybools Storybools { get; private set; }
// Are we currently in a scene transition?
private bool isTransitioningScenes = false;
private Image blackScreen;
private PlayerController playerController;
private void Awake()
{
// If there is an instance, and it's not me, delete myself.
if (Instance != null && Instance != this)
{
Destroy(this);
Destroy(this.gameObject);
}
else
{
@@ -23,12 +32,97 @@ private void Awake()
DontDestroyOnLoad(gameObject);
DialogueManager = GetComponent<DialogueManager>();
Inventory = GetComponent<Inventory>();
ReloadReferences();
SaveSystem.Load();
SaveSystem.Save(); // save off any corruption fixes
}
/// <summary>
/// Grab everything the GameManager needs to keep track of
/// </summary>
private void ReloadReferences()
{
blackScreen = GameObject.FindWithTag("BlackScreen").GetComponent<Image>();
playerController = GameObject.FindWithTag("Player").GetComponent<PlayerController>();
DialogueManager = GetComponent<DialogueManager>();
Inventory = GetComponent<Inventory>();
}
/// <summary>
/// Triggers transition to specified scene at the door with the specified ID
/// </summary>
public void EnterSceneDoor(string scene, int door)
{
StartCoroutine(EnterSceneDoorCoroutine(scene, door));
}
/// <summary>
/// Executes transition to specified scene at the door with the specified ID
/// </summary>
private IEnumerator EnterSceneDoorCoroutine(string scene, int doorId)
{
isTransitioningScenes = true;
// Fade to black
float fadeDuration = 0.2f;
float fadeTime = 0;
Color blackScreenColor = Color.black;
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
blackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
AsyncOperation asyncLoad = SceneManager.LoadSceneAsync(scene);
while (!asyncLoad.isDone)
{
// Optional: Update a loading bar with asyncLoad.progress
yield return null;
}
ReloadReferences();
// Make sure screen is black in new scene
blackScreen.color = blackScreenColor;
if (playerController != null && GameSceneManager.Instance != null)
{
SceneDoor door = GameSceneManager.Instance.GetDoorWithId(doorId);
if (door != null)
{
playerController.CharacterControllerMove(door.gameObject.transform.position - playerController.transform.position);
playerController.DougBody.transform.rotation = door.gameObject.transform.rotation;
}
}
// Fade back in
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(1, 0, fadeTime / fadeDuration);
blackScreen.color = blackScreenColor;
fadeTime += Time.deltaTime;
yield return null;
}
fadeTime = 0;
isTransitioningScenes = false;
}
/// <summary>
/// Are we currently in the middle of a scene transition?
/// </summary>
public bool InSceneTransition()
{
return isTransitioningScenes;
}
#region Storybool Save/Load
public void SaveStoryBools(ref StoryboolSaveData data)
{
+32
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@@ -0,0 +1,32 @@
using System.Collections.Generic;
using UnityEngine;
// Manages scene-specific info, WILL be destroyed on load, and there is one of these
// in each scene
public class GameSceneManager : MonoBehaviour
{
public static GameSceneManager Instance { get; private set; }
// This is a list of doors that take us to different scenes. We'll use this
// to tell the GameManager which door to put us at when we enter a new scene.
public List<SceneDoor> SceneDoors;
public SceneDoor GetDoorWithId(int id)
{
return SceneDoors.Find(x => x.DoorId == id);
}
private void Awake()
{
// If there is an instance, and it's not me, delete myself.
if (Instance != null && Instance != this)
{
Destroy(this);
}
else
{
Instance = this;
}
}
}
+2
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+29
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@@ -0,0 +1,29 @@
using UnityEngine;
public class SceneDoor : Interactable
{
// ID of THIS door
public int DoorId = 0;
// What scene does this door take us to?
public string SceneToLoad = "";
// Which door does this lead to in the scene this door takes us to?
public int IdOfCorrespondingDoor = 0;
public override void Interact()
{
// Do nothing
}
public override void MoveInsideRange()
{
if (!GameManager.Instance.InSceneTransition())
GameManager.Instance.EnterSceneDoor(SceneToLoad, DoorId);
}
public override void MoveOutsideRange()
{
// Do nothing
}
}
+2
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-3
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@@ -41,7 +41,6 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
if (door.requiresInteraction)
yield return new WaitForSeconds(0.2f);
blackScreenObject.gameObject.SetActive(true);
while (fadeTime < fadeDuration)
{
blackScreenColor.a = Mathf.Lerp(0, 1, fadeTime / fadeDuration);
@@ -63,8 +62,6 @@ IEnumerator EnterRoomCoroutine(RoomDoor door)
}
fadeTime = 0;
blackScreenObject.gameObject.SetActive(false);
// Play exit animation for linked door (if it exists)
door.linkedDoor.CloseDoor();
yield return new WaitForSeconds(0.2f);
@@ -8,5 +8,8 @@ EditorBuildSettings:
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+1
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@@ -7,6 +7,7 @@ TagManager:
- Shovel
- InventorySlots
- Door
- BlackScreen
layers:
- Default
- TransparentFX