Add a pausable interface and make minigameobjecs pausable
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@@ -1,6 +1,9 @@
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using UnityEngine;
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using AppleHills.Core.Settings;
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using System;
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using System.Collections.Generic;
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using AppleHills.Core.Interfaces;
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using UI;
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/// <summary>
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/// Singleton manager for global game state and settings. Provides accessors for various gameplay parameters.
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@@ -36,6 +39,21 @@ public class GameManager : MonoBehaviour
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[SerializeField] private bool _developerSettingsLoaded = false;
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public bool SettingsLoaded => _settingsLoaded;
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public bool DeveloperSettingsLoaded => _developerSettingsLoaded;
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[Header("Game State")]
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[SerializeField] private bool _isPaused = false;
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/// <summary>
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/// Current pause state of the game
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/// </summary>
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public bool IsPaused => _isPaused;
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// List of pausable components that have registered with the GameManager
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private List<IPausable> _pausableComponents = new List<IPausable>();
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// Events for pause state changes
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public event Action OnGamePaused;
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public event Action OnGameResumed;
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void Awake()
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{
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@@ -53,6 +71,136 @@ public class GameManager : MonoBehaviour
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// DontDestroyOnLoad(gameObject);
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}
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private void Start()
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{
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// Find and subscribe to PauseMenu events
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PauseMenu pauseMenu = PauseMenu.Instance;
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if (pauseMenu != null)
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{
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pauseMenu.OnGamePaused += OnPauseMenuPaused;
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pauseMenu.OnGameResumed += OnPauseMenuResumed;
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Debug.Log("[GameManager] Subscribed to PauseMenu events");
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}
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else
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{
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Debug.LogWarning("[GameManager] PauseMenu not found. Pause functionality won't work properly.");
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}
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}
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private void OnDestroy()
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{
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// Unsubscribe from PauseMenu events
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PauseMenu pauseMenu = FindFirstObjectByType<PauseMenu>();
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if (pauseMenu != null)
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{
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pauseMenu.OnGamePaused -= OnPauseMenuPaused;
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pauseMenu.OnGameResumed -= OnPauseMenuResumed;
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}
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}
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/// <summary>
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/// Register a component as pausable, so it receives pause/resume notifications
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/// </summary>
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/// <param name="component">The pausable component to register</param>
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public void RegisterPausableComponent(IPausable component)
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{
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if (component != null && !_pausableComponents.Contains(component))
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{
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_pausableComponents.Add(component);
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// If the game is already paused, pause the component immediately
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if (_isPaused)
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{
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component.Pause();
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}
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Debug.Log($"[GameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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/// <summary>
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/// Unregister a pausable component
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/// </summary>
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/// <param name="component">The pausable component to unregister</param>
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public void UnregisterPausableComponent(IPausable component)
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{
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if (component != null && _pausableComponents.Contains(component))
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{
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_pausableComponents.Remove(component);
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Debug.Log($"[GameManager] Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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/// <summary>
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/// Called when the PauseMenu broadcasts a pause event
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/// </summary>
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private void OnPauseMenuPaused()
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{
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PauseGame();
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}
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/// <summary>
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/// Called when the PauseMenu broadcasts a resume event
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/// </summary>
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private void OnPauseMenuResumed()
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{
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ResumeGame();
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}
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/// <summary>
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/// Pause the game and notify all registered pausable components
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/// </summary>
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public void PauseGame()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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// Pause all registered components
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foreach (var component in _pausableComponents)
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{
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component.Pause();
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}
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// Broadcast pause event
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OnGamePaused?.Invoke();
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Debug.Log($"[GameManager] Game paused. Paused {_pausableComponents.Count} components.");
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}
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/// <summary>
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/// Resume the game and notify all registered pausable components
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/// </summary>
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public void ResumeGame()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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// Resume all registered components
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foreach (var component in _pausableComponents)
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{
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component.Resume();
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}
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// Broadcast resume event
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OnGameResumed?.Invoke();
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Debug.Log($"[GameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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}
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/// <summary>
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/// Toggle the pause state of the game
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/// </summary>
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public void TogglePause()
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{
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if (_isPaused)
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ResumeGame();
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else
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PauseGame();
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}
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private void InitializeSettings()
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{
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@@ -164,5 +312,4 @@ public class GameManager : MonoBehaviour
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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public float PlayerStopDistanceDirectInteraction => GetSettings<IInteractionSettings>()?.PlayerStopDistanceDirectInteraction ?? 2.0f;
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public float DefaultPuzzlePromptRange => GetSettings<IInteractionSettings>()?.DefaultPuzzlePromptRange ?? 3.0f;
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}
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