using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Video;
using OctoCore.Transitions;
using Unheimlich.Core;
namespace Unheimlich.Transitions
{
///
/// Persistent singleton engine for "eyelid blink" transitions (eyelids + optional video overlay).
/// Lives outside the OctoCore package (this project already references LeanTween here), and
/// implements IOctoSceneTransition so OctoNavigation can drive it without the package ever
/// depending on LeanTween or this concrete type. Registers itself with OctoTransitionProvider
/// once ready so the package can find it at runtime.
///
public class OctoEyelidBlink : Singleton, IOctoSceneTransition
{
[Header("Eyelids")]
[SerializeField] private Image _topEyelid;
[SerializeField] private Image _bottomEyelid;
[Header("Video")]
[Tooltip("RawImage displaying the shared RenderTexture. Its material is swapped per call.")]
[SerializeField] private RawImage _videoDisplay;
[SerializeField] private VideoPlayer _videoPlayer;
[SerializeField] private bool _skipOnDrop = true;
[SerializeField] private bool _logVideoDebug = false;
[Header("Positions")]
[SerializeField] private float _openOffset = 600f;
[SerializeField] private float _closedOffset = 0f;
// Set per-call via SetLayerSwapEnabled() rather than serialized here, since this
// is a shared singleton: different callers (HallucinationFlash instances, scene
// transitions) may want different behavior for the same shared component.
private bool _swapLayerOrderOnTransition;
/// True while a blink sequence is currently animating.
public bool IsBusy { get; private set; }
private int _topTweenId = -1;
private int _bottomTweenId = -1;
private int _delayTweenId = -1;
private int _videoTweenId = -1;
private int _hideVideoTweenId = -1;
private bool _isWarmedUp;
private bool _videoShown;
private bool _showRequested;
private VideoClip _pendingClip;
private Material _defaultMaterial;
private bool HasVideo => _videoPlayer != null && _videoDisplay != null && _videoPlayer.clip != null;
///
/// Logs the individual state of every condition HasVideo depends on, plus the
/// warm-up/shown flags. Use this to pinpoint exactly why the video overlay isn't
/// appearing (missing reference, clip not assigned, warm-up not finished, etc.).
///
private void LogVideoState(string context)
{
if (!_logVideoDebug)
return;
Debug.LogError(
$"[OctoEyelidBlink] VideoState @ {context}"
+ $" | _videoPlayer={(_videoPlayer != null ? "OK" : "NULL")}"
+ $" | _videoDisplay={(_videoDisplay != null ? "OK" : "NULL")}"
+ $" | clip={(_videoPlayer != null && _videoPlayer.clip != null ? _videoPlayer.clip.name : "NULL")}"
+ $" | HasVideo={HasVideo}"
+ $" | _isWarmedUp={_isWarmedUp}"
+ $" | _videoShown={_videoShown}"
+ $" | _videoDisplay.enabled={(_videoDisplay != null ? _videoDisplay.enabled.ToString() : "N/A")}"
+ $" | _videoPlayer.isPrepared={(_videoPlayer != null ? _videoPlayer.isPrepared.ToString() : "N/A")}"
+ $" | _videoPlayer.isPlaying={(_videoPlayer != null ? _videoPlayer.isPlaying.ToString() : "N/A")}"
);
}
protected override void OnAwake()
{
OctoTransitionProvider.Current = this;
// Only call DontDestroyOnLoad on a root object. If this component already lives
// under the persistent Octo prefab, the parent handles persistence and this is a no-op.
if (transform.parent == null)
DontDestroyOnLoad(gameObject);
if (_videoDisplay != null)
_defaultMaterial = _videoDisplay.material;
SetEyelidsOpen();
SetVideoVisible(false);
ConfigureVideoPlayer();
}
// Re-registers with the transition provider whenever Instance is restored
// (e.g. after a SubsystemRegistration reset with Domain Reload disabled).
protected override void OnEnabled()
{
OctoTransitionProvider.Current = this;
}
protected override void OnDestroyInstance()
{
if (OctoTransitionProvider.Current == (IOctoSceneTransition)this)
OctoTransitionProvider.Current = null;
}
// ---------- IOctoSceneTransition ----------
///
/// Assigns the video clip and optional material to use during the next CloseEyes() call
/// and starts warming the clip up. Pass a null clip to perform a plain blink with no video.
/// A null material falls back to the RawImage's default material.
///
public void SetClip(VideoClip clip, Material material)
{
if (_videoDisplay != null)
_videoDisplay.material = material != null ? material : _defaultMaterial;
if (_videoPlayer == null)
return;
// Avoid restarting an already-completed or in-progress warm-up for the same clip.
// This lets a caller pre-warm a clip early (e.g. HallucinationFlash.Prewarm()) and
// then safely call SetClip again with the same clip right before CloseEyes without
// losing the warm-up progress already made.
if (clip == _pendingClip && _videoPlayer.clip == clip)
{
LogVideoState("SetClip (skipped, same clip already set)");
return;
}
_isWarmedUp = false;
_pendingClip = clip;
_videoPlayer.clip = clip;
LogVideoState("SetClip");
if (clip != null)
StartCoroutine(WarmUpVideo());
}
///
/// Enables or disables the eyelid/video layer swap for the next CloseEyes()/OpenEyes()
/// sequence: when enabled, the eyelid bars render behind the video overlay while closing
/// (video shows on top), then swap to render in front of it while opening (video
/// disappears behind the still-closed-looking bars instead of staying visible during
/// the reveal). Call this before CloseEyes() to opt a specific sequence in; it resets
/// to disabled automatically once the sequence finishes opening, so it never leaks into
/// unrelated callers (e.g. scene transitions) that don't set it explicitly.
///
public void SetLayerSwapEnabled(bool enabled)
{
_swapLayerOrderOnTransition = enabled;
}
/// Closes the eyelids over the given duration and invokes the callback on completion.
public void CloseEyes(float duration, Action onComplete)
{
IsBusy = true;
CancelCurrent();
ResetVideoToStart();
_videoShown = false;
_showRequested = false;
if (_swapLayerOrderOnTransition)
SetEyelidsBehindVideo();
RectTransform top = _topEyelid.rectTransform;
RectTransform bottom = _bottomEyelid.rectTransform;
_topTweenId = LeanTween.moveY(top, _closedOffset, duration)
.setEase(LeanTweenType.easeOutQuad)
.setOnComplete(() =>
{
_topTweenId = -1;
onComplete?.Invoke();
})
.id;
_bottomTweenId = LeanTween.moveY(bottom, -_closedOffset, duration)
.setEase(LeanTweenType.easeOutQuad)
.setOnComplete(() => _bottomTweenId = -1)
.id;
}
/// Opens the eyelids over the given duration and invokes the callback on completion.
public void OpenEyes(float duration, Action onComplete)
{
if (_swapLayerOrderOnTransition)
SetEyelidsInFrontOfVideo();
RectTransform top = _topEyelid.rectTransform;
RectTransform bottom = _bottomEyelid.rectTransform;
_topTweenId = LeanTween.moveY(top, _openOffset, duration)
.setEase(LeanTweenType.easeInQuad)
.setOnComplete(() =>
{
_topTweenId = -1;
onComplete?.Invoke();
})
.id;
_bottomTweenId = LeanTween.moveY(bottom, -_openOffset, duration)
.setEase(LeanTweenType.easeInQuad)
.setOnComplete(() =>
{
_bottomTweenId = -1;
IsBusy = false;
_swapLayerOrderOnTransition = false;
})
.id;
}
///
/// True if the given clip is the one currently assigned and has finished warming up.
/// Lets a caller (e.g. HallucinationFlash) check readiness after calling Prewarm-style
/// SetClip ahead of time, without having to guess a fixed delay.
///
public bool IsClipReady(VideoClip clip)
{
return _isWarmedUp && _pendingClip == clip;
}
/// Stops playback, resets the video to its first frame, and hides the overlay.
public void HideVideo()
{
if (!HasVideo)
return;
_showRequested = false;
_videoPlayer.Pause();
_videoPlayer.time = 0.0;
SetVideoVisible(false);
_videoShown = false;
}
/// Reveals and plays the video overlay after the given delay, once warm-up has completed.
public void ShowVideoAfterDelay(float delay)
{
LogVideoState("ShowVideoAfterDelay (before HasVideo check)");
if (!HasVideo)
return;
_videoTweenId = LeanTween.delayedCall(gameObject, delay, () =>
{
_videoTweenId = -1;
ShowVideo();
}).id;
}
///
/// Hides the video overlay after the given delay. Used to make the video disappear
/// partway through the opening animation instead of only once it has fully finished,
/// so the person doesn't catch a stray frame of it while the eyelids are already opening.
///
public void HideVideoAfterDelay(float delay)
{
if (_hideVideoTweenId != -1)
{
LeanTween.cancel(_hideVideoTweenId);
_hideVideoTweenId = -1;
}
_hideVideoTweenId = LeanTween.delayedCall(gameObject, delay, () =>
{
_hideVideoTweenId = -1;
HideVideo();
}).id;
}
// ---------- Extra API (not part of the interface, used by HallucinationFlash directly) ----------
/// Waits for the given duration before invoking the callback.
public void Hold(float duration, Action onComplete)
{
_delayTweenId = LeanTween.delayedCall(gameObject, duration, () =>
{
_delayTweenId = -1;
onComplete?.Invoke();
}).id;
}
// ---------- Video internals ----------
private void ConfigureVideoPlayer()
{
if (_videoPlayer == null)
return;
_videoPlayer.playOnAwake = false;
_videoPlayer.isLooping = false;
_videoPlayer.waitForFirstFrame = true;
_videoPlayer.skipOnDrop = _skipOnDrop;
}
///
/// Prepares and briefly plays the assigned clip while hidden, forcing Unity to
/// decode the first frames ahead of time. Prevents a blank/garbage frame from
/// being visible the first time the video is actually shown.
///
private IEnumerator WarmUpVideo()
{
if (!HasVideo)
yield break;
SetVideoVisible(false);
ConfigureVideoPlayer();
_videoPlayer.Prepare();
while (!_videoPlayer.isPrepared)
yield return null;
_videoPlayer.Play();
while (!_videoPlayer.isPlaying)
yield return null;
// Wait a few frames so the RenderTexture actually receives video data.
yield return null;
yield return null;
yield return null;
_videoPlayer.Pause();
_videoPlayer.time = 0.0;
// Wait one additional frame after seeking back to the start.
yield return null;
_isWarmedUp = true;
if (_logVideoDebug)
Debug.LogError($"[OctoEyelidBlink] Warm-up complete for clip: {_pendingClip?.name}");
// The requested reveal may have fired before warm-up finished and bailed out.
// Catch up now instead of leaving the overlay stuck hidden for the whole sequence.
if (_showRequested && !_videoShown)
{
if (_logVideoDebug)
Debug.LogError("[OctoEyelidBlink] Warm-up finished after a pending show request, showing video now.");
ShowVideo();
}
}
private void ShowVideo()
{
LogVideoState("ShowVideo (entry)");
if (!HasVideo || _videoShown)
return;
_showRequested = true;
// Safety check: if warm-up hasn't completed yet (e.g. clip assigned too late,
// or the reveal delay is shorter than warm-up takes), skip showing the video for
// now rather than risk a corrupted first frame. WarmUpVideo() will catch up and
// call ShowVideo() again as soon as it finishes, since _showRequested is still set.
if (!_isWarmedUp)
{
if (_logVideoDebug)
Debug.LogError("[OctoEyelidBlink] Video not warmed up in time, skipping display for now (will retry once warm-up completes).");
return;
}
_showRequested = false;
_videoShown = true;
SetVideoVisible(true);
_videoPlayer.Play();
LogVideoState("ShowVideo (after SetVideoVisible(true))");
}
private void ResetVideoToStart()
{
if (!HasVideo)
return;
_videoPlayer.Pause();
_videoPlayer.time = 0.0;
}
private void SetVideoVisible(bool visible)
{
if (_videoDisplay == null)
{
if (_logVideoDebug)
Debug.LogError("[OctoEyelidBlink] SetVideoVisible called but _videoDisplay is NULL.");
return;
}
_videoDisplay.enabled = visible;
if (_logVideoDebug)
Debug.LogError($"[OctoEyelidBlink] SetVideoVisible({visible}) applied. _videoDisplay.enabled is now {_videoDisplay.enabled} on '{_videoDisplay.gameObject.name}'.");
}
// ---------- Layering internals ----------
///
/// Moves both eyelid bars to the first sibling position, so any other UI element
/// under the same parent (in particular the video overlay) renders on top of them.
/// Used when closing, so the video appears layered above the bars.
///
private void SetEyelidsBehindVideo()
{
_topEyelid.transform.SetAsFirstSibling();
_bottomEyelid.transform.SetAsFirstSibling();
}
///
/// Moves both eyelid bars to the last sibling position, so they render in front of
/// any other UI element under the same parent (in particular the video overlay).
/// Used when opening, so the video disappears behind the still-closed-looking bars
/// instead of staying visible while the scene is revealed.
///
private void SetEyelidsInFrontOfVideo()
{
_topEyelid.transform.SetAsLastSibling();
_bottomEyelid.transform.SetAsLastSibling();
}
// ---------- Eyelid internals ----------
private void SetEyelidsOpen()
{
_topEyelid.rectTransform.anchoredPosition =
new Vector2(_topEyelid.rectTransform.anchoredPosition.x, _openOffset);
_bottomEyelid.rectTransform.anchoredPosition =
new Vector2(_bottomEyelid.rectTransform.anchoredPosition.x, -_openOffset);
}
private void CancelCurrent()
{
if (_topTweenId != -1) { LeanTween.cancel(_topTweenId); _topTweenId = -1; }
if (_bottomTweenId != -1) { LeanTween.cancel(_bottomTweenId); _bottomTweenId = -1; }
if (_delayTweenId != -1) { LeanTween.cancel(_delayTweenId); _delayTweenId = -1; }
if (_videoTweenId != -1) { LeanTween.cancel(_videoTweenId); _videoTweenId = -1; }
if (_hideVideoTweenId != -1) { LeanTween.cancel(_hideVideoTweenId); _hideVideoTweenId = -1; }
}
}
}