Add backbone for card creation and implement Camera minigame mechanics
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using AppleHills.Core.Interfaces;
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using UnityEngine;
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namespace Minigames.DivingForPictures.Utilities
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{
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public class BottlePauser : MonoBehaviour, IPausable
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{
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[SerializeField] private WobbleBehavior wobbleReference;
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private bool isPaused = false;
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private void Awake()
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{
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DivingGameManager.Instance.RegisterPausableComponent(this);
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}
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public void Pause()
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{
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wobbleReference.enabled = false;
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isPaused = true;
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}
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public void DoResume()
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{
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wobbleReference.enabled = true;
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isPaused = false;
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}
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public bool IsPaused => isPaused;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: cf50e6f7c05d5a14296152b8c3fbb923
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@@ -0,0 +1,34 @@
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using AppleHills.Core.Interfaces;
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using UnityEngine;
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namespace Minigames.DivingForPictures.Utilities
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{
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public class RockPauser : MonoBehaviour, IPausable
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{
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[SerializeField] private RockFollower rockReference;
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[SerializeField] private WobbleBehavior rockWobbleReference;
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private bool isPaused = false;
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private void Awake()
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{
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DivingGameManager.Instance.RegisterPausableComponent(this);
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}
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public void Pause()
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{
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rockReference.enabled = false;
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rockWobbleReference.enabled = false;
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isPaused = true;
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}
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public void DoResume()
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{
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rockReference.enabled = true;
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rockWobbleReference.enabled = true;
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isPaused = false;
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}
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public bool IsPaused => isPaused;
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: a392c919de2df0340b700309e221b7b1
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