Add a pausable interface and make minigameobjecs pausable
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@@ -6,10 +6,12 @@ using UnityEngine.Events;
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using UnityEngine.Playables;
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using AppleHills.Core.Settings;
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using Utility;
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using AppleHills.Core.Interfaces;
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using UI;
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namespace Minigames.DivingForPictures
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{
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public class DivingGameManager : MonoBehaviour
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public class DivingGameManager : MonoBehaviour, IPausable
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{
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[Header("Monster Prefabs")]
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[Tooltip("Array of monster prefabs to spawn randomly")]
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@@ -66,6 +68,15 @@ namespace Minigames.DivingForPictures
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// Event for game components to subscribe to
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public event Action OnGameInitialized;
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// Pause state
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private bool _isPaused = false;
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// List of pausable components controlled by this manager
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private List<IPausable> _pausableComponents = new List<IPausable>();
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// IPausable implementation
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public bool IsPaused => _isPaused;
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private void Awake()
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{
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// Get settings from GameManager
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@@ -81,6 +92,26 @@ namespace Minigames.DivingForPictures
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private void Start()
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{
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// Find PauseMenu and subscribe to its 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 += Pause;
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pauseMenu.OnGameResumed += Resume;
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Debug.Log("[DivingGameManager] Subscribed to PauseMenu events");
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}
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else
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{
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Debug.LogWarning("[DivingGameManager] PauseMenu not found. Pause functionality won't work properly.");
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}
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// Register this manager with the global GameManager
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if (GameManager.Instance != null)
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{
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GameManager.Instance.RegisterPausableComponent(this);
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}
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// Subscribe to SceneOrientationEnforcer's event
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if (SceneOrientationEnforcer.Instance != null)
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{
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@@ -144,6 +175,23 @@ namespace Minigames.DivingForPictures
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{
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SceneOrientationEnforcer.Instance.OnOrientationCorrect -= InitializeGame;
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}
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// Unsubscribe from 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 -= Pause;
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pauseMenu.OnGameResumed -= Resume;
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}
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// Unregister from GameManager
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if (GameManager.Instance != null)
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{
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GameManager.Instance.UnregisterPausableComponent(this);
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}
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// Unregister all pausable components
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_pausableComponents.Clear();
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}
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private void Update()
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@@ -651,5 +699,74 @@ namespace Minigames.DivingForPictures
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// Final assignment to ensure exact target value
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OnVelocityFactorChanged?.Invoke(_currentVelocityFactor);
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}
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/// <summary>
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/// Register a component as pausable with this manager
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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($"[DivingGameManager] Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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/// <summary>
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/// Unregister a pausable component
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/// </summary>
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/// <param name="component">The pausable component to unregister</param>
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public void UnregisterPausableComponent(IPausable component)
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{
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if (component != null && _pausableComponents.Contains(component))
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{
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_pausableComponents.Remove(component);
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Debug.Log($"[DivingGameManager] 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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/// Pause the game and all registered components
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/// </summary>
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public void Pause()
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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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Debug.Log($"[DivingGameManager] Game paused. Paused {_pausableComponents.Count} components.");
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}
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/// <summary>
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/// Resume the game and all registered components
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/// </summary>
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public void Resume()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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// Resume all registered components
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foreach (var component in _pausableComponents)
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{
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component.Resume();
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}
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Debug.Log($"[DivingGameManager] Game resumed. Resumed {_pausableComponents.Count} components.");
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}
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}
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}
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