WIP: Bypass camera scene (#1337)

* Set new local camera setup variable

* Finish by pass video settings

 - TODO add button to update camera settings

Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>

* Merge branch 'develop' into jumpVideoCamera

Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>

# Conflicts:
#	front/src/Connexion/LocalUserStore.ts
#	front/src/Phaser/Components/Loader.ts
#	front/src/Phaser/Game/GameManager.ts
#	front/src/Phaser/Login/EnableCameraScene.ts

* Add menu to open enable camera scene

Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>

* Finish jump camera setup

Signed-off-by: Gregoire Parant <g.parant@thecodingmachine.com>
This commit is contained in:
grégoire parant 2021-09-04 21:31:36 +02:00 committed by GitHub
parent ce16dab65f
commit a0d863569b
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 57 additions and 7 deletions

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@ -18,6 +18,7 @@ export class GameManager {
private characterLayers: string[] | null;
private companion: string | null;
private startRoom!: Room;
private cameraSetup?: { video: unknown; audio: unknown };
currentGameSceneName: string | null = null;
// Note: this scenePlugin is the scenePlugin of the EntryScene. We should always provide a key in methods called on this scenePlugin.
private scenePlugin!: Phaser.Scenes.ScenePlugin;
@ -26,6 +27,7 @@ export class GameManager {
this.playerName = localUserStore.getName();
this.characterLayers = localUserStore.getCharacterLayers();
this.companion = localUserStore.getCompanion();
this.cameraSetup = localUserStore.getCameraSetup();
}
public async init(scenePlugin: Phaser.Scenes.ScenePlugin): Promise<string> {
@ -37,8 +39,11 @@ export class GameManager {
return LoginSceneName;
} else if (!this.characterLayers || !this.characterLayers.length) {
return SelectCharacterSceneName;
} else {
} else if (this.cameraSetup == undefined) {
return EnableCameraSceneName;
} else {
this.activeMenuSceneAndHelpCameraSettings();
return this.startRoom.key;
}
}
@ -84,7 +89,14 @@ export class GameManager {
public goToStartingMap(): void {
console.log("starting " + (this.currentGameSceneName || this.startRoom.key));
this.scenePlugin.start(this.currentGameSceneName || this.startRoom.key);
this.activeMenuSceneAndHelpCameraSettings();
}
/**
* @private
* @return void
*/
private activeMenuSceneAndHelpCameraSettings(): void {
if (
!localUserStore.getHelpCameraSettingsShown() &&
(!get(requestedMicrophoneState) || !get(requestedCameraState))