Working pause menu re-worked with exlusive views
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@@ -61,8 +61,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (GameManager.Instance.IsPaused) return; // Already paused
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StopBubbleBehavior();
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// Debug log for troubleshooting
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@@ -74,8 +72,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!GameManager.Instance.IsPaused) return; // Already running
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StartBubbleBehavior();
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// Debug log for troubleshooting
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@@ -81,8 +81,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (GameManager.Instance.IsPaused) return; // Already paused
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// Stop spawning coroutine
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if (_spawnCoroutine != null)
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{
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@@ -108,8 +106,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!GameManager.Instance.IsPaused) return; // Already running
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// Restart spawning coroutine
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StartSpawningCoroutine();
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@@ -804,8 +804,6 @@ namespace Minigames.DivingForPictures
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public void DoPause(bool turnOffGameInput = true)
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{
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if (GameManager.Instance.IsPaused) return; // Already paused
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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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@@ -824,8 +822,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!GameManager.Instance.IsPaused) return; // Already running
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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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@@ -137,8 +137,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (GameManager.Instance.IsPaused) return; // Already paused
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StopObstacleCoroutines();
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Logging.Debug($"[FloatingObstacle] Paused obstacle: {name}");
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@@ -149,8 +147,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!GameManager.Instance.IsPaused) return; // Already running
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StartObstacleCoroutines();
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Logging.Debug($"[FloatingObstacle] Resumed obstacle: {name}");
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@@ -121,8 +121,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (GameManager.Instance.IsPaused) return; // Already paused
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// Stop spawning coroutine
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if (_spawnCoroutine != null)
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{
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@@ -151,9 +149,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!GameManager.Instance.IsPaused) return; // Already running
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// Restart spawning coroutine if not in surfacing mode
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if (!_isSurfacing)
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{
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@@ -286,8 +286,6 @@ namespace Minigames.DivingForPictures.Player
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/// </summary>
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public void Pause()
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{
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if (GameManager.Instance.IsPaused) return;
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// If we're being paused, stop any active touch and tap impulse
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_isTouchActive = false;
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_tapImpulseStrength = 0f;
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@@ -300,7 +298,6 @@ namespace Minigames.DivingForPictures.Player
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/// </summary>
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public void DoResume()
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{
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if (!GameManager.Instance.IsPaused) return;
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Logging.Debug("[PlayerController] Resumed");
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}
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#endregion
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@@ -185,8 +185,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (GameManager.Instance.IsPaused) return; // Already paused
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// Stop all active coroutines but save their references
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if (_movementCoroutine != null)
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{
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@@ -220,8 +218,6 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!GameManager.Instance.IsPaused) return; // Already running
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// Restart all necessary coroutines
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StartMovementCoroutine();
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StartTileDestructionCoroutine();
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