Working on cutscene skip

This commit is contained in:
Vladislav Khorev committed 2026-06-06 21:21:56 +03:00
1 parent c991b5dbc1
commit 7011bbb754
16 files changed
+112 -17

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+16 -1
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@@ -100,7 +100,7 @@ namespace ZL {
hudUniIntFullRoot = loadUiFromFile("resources/w/ui/hud_uni_int_full.json", renderer, zipFile);
hudUniIntDarkFullRoot = loadUiFromFile("resources/w/ui/hud_uni_int_dark_full.json", renderer, zipFile);
hudUniExtDarkRoot = loadUiFromFile("resources/w/ui/hud_uni_ext_dark.json", renderer, zipFile);
hudCutsceneRoot_ = loadUiFromFile("resources/w/ui/hud_cutscene.json", renderer, zipFile);
phoneMainRoot = loadUiFromFile("resources/w/ui/screen_phone.json", renderer, zipFile);
phoneBankRoot = loadUiFromFile("resources/w/ui/screen_phone_bank.json", renderer, zipFile);
@@ -896,6 +896,21 @@ namespace ZL {
applyCurrentHealthBar();
}
void MenuManager::onCutsceneStarted() {
cutsceneHudActive_ = true;
topUiManager.replaceRoot(hudCutsceneRoot_);
topUiManager.setButtonCallback("skipButton", [this](const std::string&) {
if (skipCutsceneFunc) skipCutsceneFunc();
});
}
void MenuManager::onCutsceneFinished() {
cutsceneHudActive_ = false;
topUiManager.replaceRoot(nullptr);
if (state == GameState::Gameplay)
onLocationChanged(currentLocationName_);
}
void MenuManager::applyCurrentHealthBar() {
if (currentPlayerMaxHp_ <= 0.f) return;
const float fraction = std::clamp(currentPlayerHp_ / currentPlayerMaxHp_, 0.f, 1.f);