Further updates to state machines

This commit is contained in:
Michal Pikulski
2025-11-05 13:48:25 +01:00
parent 15fe4bdce6
commit 210823344a
25 changed files with 2209 additions and 4382 deletions

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@@ -1,16 +1,17 @@
using Core.SaveLoad;
using UnityEngine;
using Pixelplacement;
public class BirdEyesBehavior : MonoBehaviour
{
private StateMachine statemachine;
private AppleMachine statemachine;
private Animator animator;
public bool correctItemIsIn;
[SerializeField] private Animator bushAnimator; // Assign in Inspector
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
statemachine = GetComponent<StateMachine>();
statemachine = GetComponent<AppleMachine>();
animator = GetComponentInChildren<Animator>();
}

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@@ -221,7 +221,10 @@ namespace Core.Lifecycle
{
LogDebug($"Broadcasting ManagedAwake to {managedAwakeList.Count} components");
foreach (var component in managedAwakeList)
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null) continue;
@@ -337,7 +340,10 @@ namespace Core.Lifecycle
ProcessBatchedSceneComponents();
}
foreach (var component in sceneReadyList)
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(sceneReadyList);
foreach (var component in componentsCopy)
{
if (component == null) continue;
@@ -364,7 +370,10 @@ namespace Core.Lifecycle
{
var saveData = new Dictionary<string, string>();
foreach (var component in managedAwakeList)
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
@@ -396,7 +405,10 @@ namespace Core.Lifecycle
{
var saveData = new Dictionary<string, string>();
foreach (var component in managedAwakeList)
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
@@ -429,7 +441,12 @@ namespace Core.Lifecycle
if (saveData == null) return;
int restoredCount = 0;
foreach (var component in managedAwakeList)
// Create a copy to avoid collection modification during iteration
// (components might destroy themselves during restoration)
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
@@ -461,7 +478,11 @@ namespace Core.Lifecycle
if (saveData == null) return;
int restoredCount = 0;
foreach (var component in managedAwakeList)
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
@@ -492,7 +513,10 @@ namespace Core.Lifecycle
{
LogDebug("Broadcasting GlobalLoadCompleted");
foreach (var component in managedAwakeList)
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;
@@ -516,7 +540,10 @@ namespace Core.Lifecycle
{
LogDebug("Broadcasting GlobalSaveStarted");
foreach (var component in managedAwakeList)
// Create a copy to avoid collection modification during iteration
var componentsCopy = new List<ManagedBehaviour>(managedAwakeList);
foreach (var component in componentsCopy)
{
if (component == null || !component.AutoRegisterForSave) continue;

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@@ -1,4 +1,4 @@
using System.Collections;
using System.Collections;
using AppleHills.Core.Settings;
using Core.Lifecycle;
using Settings;
@@ -36,6 +36,12 @@ namespace Core
protected override void OnManagedAwake()
{
// Subscribe to SceneManagerService to enforce orientation on every scene load
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
}
#if UNITY_EDITOR
// When playing in the editor, manually invoke orientation check for the currently active scene
if (Application.isPlaying)
@@ -47,11 +53,17 @@ namespace Core
protected override void OnSceneReady()
{
// Handle orientation when scene is ready
// Handle orientation when scene is ready (initial scene)
// Note: This fires for the scene that just loaded, LifecycleManager tracks which scene
string sceneName = UnityEngine.SceneManagement.SceneManager.GetActiveScene().name;
HandleSceneOrientation(sceneName);
}
private void OnSceneLoadCompleted(string sceneName)
{
// Enforce orientation every time a scene is loaded via SceneManagerService
HandleSceneOrientation(sceneName);
}
private void HandleSceneOrientation(string sceneName)
{
@@ -95,6 +107,12 @@ namespace Core
protected override void OnDestroy()
{
// Unsubscribe from events to prevent memory leaks
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
}
base.OnDestroy(); // Important: call base
}

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@@ -1,5 +1,6 @@
using System.Collections.Generic;
using UnityEngine;
using Interactions;
namespace AppleHills.Core.Settings
{
@@ -88,5 +89,31 @@ namespace AppleHills.Core.Settings
}
return null;
}
/// <summary>
/// Finds a pickup prefab by its itemData.itemId.
/// Searches through combination rules to find result prefabs.
/// Used to spawn dynamically created items during save/load.
/// </summary>
public GameObject FindPickupPrefabByItemId(string itemId)
{
if (string.IsNullOrEmpty(itemId) || combinationRules == null)
return null;
// Search through combination rules to find a result prefab with matching itemId
foreach (var rule in combinationRules)
{
if (rule.resultPrefab != null)
{
var pickup = rule.resultPrefab.GetComponent<Pickup>();
if (pickup != null && pickup.itemData != null && pickup.itemData.itemId == itemId)
{
return rule.resultPrefab;
}
}
}
return null;
}
}
}

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@@ -57,6 +57,7 @@ namespace AppleHills.Core.Settings
// Methods to query item configurations
CombinationRule GetCombinationRule(PickupItemData item1, PickupItemData item2);
SlotItemConfig GetSlotItemConfig(PickupItemData slotItem);
GameObject FindPickupPrefabByItemId(string itemId);
}
/// <summary>

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@@ -2,6 +2,7 @@ using UnityEngine;
using Pixelplacement;
using System.Collections;
using Core;
using Core.SaveLoad;
using UnityEngine.Audio;
public class PicnicBehaviour : MonoBehaviour
@@ -12,7 +13,7 @@ public class PicnicBehaviour : MonoBehaviour
public float getFlirtyMin = 1f;
public float getFlirtyMax = 3f;
private StateMachine stateMachine;
private AppleMachine stateMachine;
private Animator animator;
[Header("The FakeChocolate to destroy!")]
@@ -32,7 +33,7 @@ public class PicnicBehaviour : MonoBehaviour
void Awake()
{
stateMachine = GetComponent<StateMachine>();
stateMachine = GetComponent<AppleMachine>();
animator = GetComponent<Animator>();
_audioSource = GetComponent<AppleAudioSource>();
}

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@@ -1,4 +1,5 @@
using Core;
using Core.SaveLoad;
using Pixelplacement;
using UnityEngine;
@@ -8,7 +9,7 @@ public class SoundGenerator : MonoBehaviour
[SerializeField] private Sprite exitSprite;
[SerializeField] private AudioClip enterSound;
[SerializeField] private AppleAudioSource audioSource;
[SerializeField] private StateMachine soundBirdSMRef;
[SerializeField] private AppleMachine soundBirdSMRef;
[SerializeField] private soundBird_CanFly soundbirdHearingCheck;
private bool playerInside = false;
@@ -37,7 +38,7 @@ public class SoundGenerator : MonoBehaviour
{
audioSource.audioSource.PlayOneShot(enterSound);
}
if (soundBirdSMRef != null && soundBirdSMRef.currentState.name == "SoundBird" && soundbirdHearingCheck.canFly == true)
if (soundBirdSMRef != null && soundBirdSMRef.currentState.name.ToLower().Contains("soundbird") && soundbirdHearingCheck.canFly == true)
{
soundBirdSMRef.ChangeState("SoundBirdTakeoff");

View File

@@ -1,6 +1,7 @@
using UnityEngine;
using Unity.Cinemachine;
using System.Collections;
using Core.SaveLoad;
using Pixelplacement;
public class cameraSwitcher : MonoBehaviour
@@ -12,7 +13,7 @@ public class cameraSwitcher : MonoBehaviour
[SerializeField] private float transitionDuration = 0.5f; // Duration of the transition
[SerializeField] private soundBird_FlyingBehaviour flyingBehaviour;
[SerializeField] private soundBird_TakeOffBehaviour takeOffBehaviour; // New reference
[SerializeField] private StateMachine birdStateMachine;
[SerializeField] private AppleMachine birdStateMachine;
private int playerInsideCount = 0;
private Coroutine zoomCoroutine;
@@ -32,6 +33,9 @@ public class cameraSwitcher : MonoBehaviour
private void OnTriggerExit2D(Collider2D other)
{
if (!gameObject.activeInHierarchy)
return;
if (other.CompareTag("Player"))
{
playerInsideCount--;

View File

@@ -1,3 +1,4 @@
using Core.SaveLoad;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
@@ -10,7 +11,7 @@ public class soundBird_FlyingBehaviour : MonoBehaviour
public float flightDelay;
public float cooldownTime;
private StateMachine stateMachine;
private AppleMachine stateMachine;
private Animator animator;
private TweenBase objectTween;
//private Coroutine cooldownCoroutine;
@@ -21,7 +22,7 @@ public class soundBird_FlyingBehaviour : MonoBehaviour
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
stateMachine = GetComponentInParent<AppleMachine>();
animator = GetComponentInParent<Animator>();
}

View File

@@ -1,3 +1,4 @@
using Core.SaveLoad;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
@@ -9,7 +10,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
public float flightDuration;
public float flightDelay;
public soundBird_FlyingBehaviour flyingBehaviour;
private StateMachine stateMachine;
private AppleMachine stateMachine;
private Animator animator;
private TweenBase objectTween;
@@ -18,7 +19,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
stateMachine = GetComponentInParent<AppleMachine>();
animator = GetComponentInParent<Animator>();
}
@@ -52,7 +53,7 @@ public class soundBird_LandingBehaviour1 : MonoBehaviour
if (stateMachine != null)
{
animator.SetBool("isScared", false);
stateMachine.ChangeState("SoundBird"); // Change to the desired state name
stateMachine.ChangeState(0); // Change to the desired state name
}
}

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@@ -1,3 +1,4 @@
using Core.SaveLoad;
using Pixelplacement;
using Pixelplacement.TweenSystem;
using UnityEngine;
@@ -9,7 +10,7 @@ public class soundBird_TakeOffBehaviour : MonoBehaviour
public Transform SoundBirdObject;
public float flightDuration;
public float flightDelay;
private StateMachine stateMachine;
private AppleMachine stateMachine;
private Animator animator;
private TweenBase objectTween;
public soundBird_FlyingBehaviour flyingBehaviour;
@@ -18,7 +19,7 @@ public class soundBird_TakeOffBehaviour : MonoBehaviour
void Awake()
{
stateMachine = GetComponentInParent<StateMachine>();
stateMachine = GetComponentInParent<AppleMachine>();
animator = GetComponentInParent<Animator>();
}
// Start is called once before the first execution of Update after the MonoBehaviour is created

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@@ -105,6 +105,9 @@ namespace Interactions
if (combinationResult == FollowerController.CombinationResult.Successful)
{
// Mark this pickup as picked up (consumed in combination) to prevent restoration
IsPickedUp = true;
// Combination succeeded - original items destroyed, result picked up by TryCombineItems
FireCombinationEvent(resultItem, heldItemData);
return true;

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@@ -14,8 +14,9 @@ namespace Levels
public class LevelSwitch : InteractableBase
{
public LevelSwitchData switchData;
private SpriteRenderer iconRenderer;
private IInteractionSettings interactionSettings;
private SpriteRenderer _iconRenderer;
private IInteractionSettings _interactionSettings;
private GameObject _menuObjectRef;
/// <summary>
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
@@ -26,11 +27,11 @@ namespace Levels
Debug.Log($"[LevelSwitch] Awake called for {gameObject.name} in scene {gameObject.scene.name}");
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
// Initialize settings reference
interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
ApplySwitchData();
}
@@ -51,8 +52,8 @@ namespace Levels
/// </summary>
void OnValidate()
{
if (iconRenderer == null)
iconRenderer = GetComponent<SpriteRenderer>();
if (_iconRenderer == null)
_iconRenderer = GetComponent<SpriteRenderer>();
ApplySwitchData();
}
#endif
@@ -64,8 +65,8 @@ namespace Levels
{
if (switchData != null)
{
if (iconRenderer != null)
iconRenderer.sprite = switchData.mapSprite;
if (_iconRenderer != null)
_iconRenderer.sprite = switchData.mapSprite;
gameObject.name = switchData.targetLevelSceneName;
// Optionally update other fields, e.g. description
}
@@ -82,7 +83,7 @@ namespace Levels
return false;
}
var menuPrefab = interactionSettings?.LevelSwitchMenuPrefab;
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
if (menuPrefab == null)
{
Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
@@ -90,12 +91,12 @@ namespace Levels
}
// Spawn the menu overlay
var menuGo = Instantiate(menuPrefab);
var menu = menuGo.GetComponent<LevelSwitchMenu>();
_menuObjectRef = Instantiate(menuPrefab);
var menu = _menuObjectRef.GetComponent<LevelSwitchMenu>();
if (menu == null)
{
Debug.LogError("LevelSwitchMenu component missing on prefab!");
Destroy(menuGo);
Destroy(_menuObjectRef);
return false;
}

View File

@@ -106,10 +106,9 @@ namespace Minigames.DivingForPictures
public override int ManagedAwakePriority => 190;
public override bool AutoRegisterPausable => true; // Automatic GameManager registration
protected override void OnManagedAwake()
protected override void Awake()
{
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
_currentSpawnProbability = _settings?.BaseSpawnProbability ?? 0.2f;
base.Awake();
if (_instance == null)
{
@@ -119,7 +118,13 @@ namespace Minigames.DivingForPictures
{
Destroy(gameObject);
}
}
protected override void OnManagedAwake()
{
_settings = GameManager.GetSettingsObject<IDivingMinigameSettings>();
_currentSpawnProbability = _settings?.BaseSpawnProbability ?? 0.2f;
// Ensure any previous run state is reset when this manager awakes
_isGameOver = false;
@@ -187,6 +192,8 @@ namespace Minigames.DivingForPictures
private void Update()
{
if(_settings == null) return;
_timeSinceLastSpawn += Time.deltaTime;
// Gradually increase spawn probability over time

View File

@@ -611,12 +611,14 @@ public class FollowerController : ManagedBehaviour
newItem = Instantiate(matchingRule.resultPrefab, spawnPos, Quaternion.identity);
var resultPickup = newItem.GetComponent<Pickup>();
// Mark items as picked up before destroying (for save system)
// Mark items as picked up before disabling (for save system)
pickupA.IsPickedUp = true;
pickupB.IsPickedUp = true;
Destroy(pickupA.gameObject);
Destroy(pickupB.gameObject);
// Disable instead of destroying immediately so they can save their state
// The save system will mark them as picked up and won't restore them
pickupA.gameObject.SetActive(false);
pickupB.gameObject.SetActive(false);
// Pickup the result (don't drop it!)
TryPickupItem(newItem, resultPickup.itemData, dropItem: false);
@@ -787,7 +789,8 @@ public class FollowerController : ManagedBehaviour
/// <summary>
/// Bilateral restoration: Follower tries to find and claim the held item.
/// If pickup doesn't exist yet, it will try to claim us when it restores.
/// If pickup doesn't exist in the scene (e.g., dynamically spawned combined item),
/// spawns it from the itemData.
/// </summary>
private void TryRestoreHeldItem(string heldItemSaveId, string itemDataId)
{
@@ -797,10 +800,30 @@ public class FollowerController : ManagedBehaviour
return;
}
// Try to find the pickup immediately
// Try to find the pickup in the scene by SaveId
GameObject heldObject = ItemManager.Instance?.FindPickupBySaveId(heldItemSaveId);
if (heldObject == null)
if (heldObject == null && !string.IsNullOrEmpty(itemDataId))
{
// Item not found in scene - it might be a dynamically spawned combined item
// Try to spawn it from the itemDataId
Logging.Debug($"[FollowerController] Held item not found in scene: {heldItemSaveId}, attempting to spawn from itemId: {itemDataId}");
GameObject prefab = _interactionSettings?.FindPickupPrefabByItemId(itemDataId);
if (prefab != null)
{
// Spawn the item (inactive, since it's being held)
heldObject = Instantiate(prefab, transform.position, Quaternion.identity);
heldObject.SetActive(false);
Logging.Debug($"[FollowerController] Successfully spawned combined item: {itemDataId}");
}
else
{
Logging.Warning($"[FollowerController] Could not find prefab for itemId: {itemDataId}");
return;
}
}
else if (heldObject == null)
{
Logging.Debug($"[FollowerController] Held item not found yet: {heldItemSaveId}, waiting for pickup to restore");
return; // Pickup will find us when it restores
@@ -809,7 +832,9 @@ public class FollowerController : ManagedBehaviour
var pickup = heldObject.GetComponent<Pickup>();
if (pickup == null)
{
Logging.Warning($"[FollowerController] Found object but no Pickup component: {heldItemSaveId}");
Logging.Warning($"[FollowerController] Found/spawned object but no Pickup component: {heldItemSaveId}");
if (heldObject != null)
Destroy(heldObject);
return;
}

View File

@@ -87,15 +87,6 @@ namespace PuzzleS
}
}
void OnDisable()
{
if (_interactable != null)
{
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
}
protected override void OnDestroy()
{
base.OnDestroy();
@@ -104,6 +95,12 @@ namespace PuzzleS
{
PuzzleManager.Instance.UnregisterStepBehaviour(this);
}
if (_interactable != null)
{
_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
}
}
/// <summary>

View File

@@ -1,18 +1,22 @@
using UnityEngine;
using Core.SaveLoad;
using Pixelplacement;
using UnityEngine;
public class AnneLiseBushBehaviour : MonoBehaviour
namespace StateMachines.Quarry.AnneLise
{
private StateMachine anneLiseBushStateMachine;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
public class AnneLiseBushBehaviour : MonoBehaviour
{
anneLiseBushStateMachine = GetComponent<StateMachine>();
}
public void TakePhoto()
{
anneLiseBushStateMachine.ChangeState("TakePhoto");
private AppleMachine _anneLiseBushStateMachine;
// Start is called once before the first execution of Update after the MonoBehaviour is created
void Start()
{
_anneLiseBushStateMachine = GetComponent<AppleMachine>();
}
public void TakePhoto()
{
_anneLiseBushStateMachine.ChangeState("TakePhoto");
}
}
}

View File

@@ -14,20 +14,17 @@ namespace StateMachines.Quarry.AnneLise
public UnityEvent animFlash;
public UnityEvent animStart;
void Start()
{
// Find references that are needed regardless of enter/restore
_playerCharacter = GameObject.FindWithTag("Player");
_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
}
/// <summary>
/// Called when entering this state during normal gameplay.
/// Initiates player movement and triggers photo-taking sequence.
/// </summary>
public override void OnEnterState()
{
// Find references that are needed regardless of enter/restore
_playerCharacter = GameObject.FindWithTag("Player");
_playerTouchController = _playerCharacter.GetComponent<PlayerTouchController>();
// Subscribe to player arrival event
_playerTouchController.OnArrivedAtTarget += PlayerHasArrived;

View File

@@ -46,13 +46,12 @@ namespace UI
protected override void OnManagedAwake()
{
// Component setup already done in Awake
}
protected override void OnSceneReady()
{
// Subscribe to scene-dependent events
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
// Subscribe to scene-dependent events - must be in OnManagedAwake, not OnSceneReady
// because PauseMenu is in DontDestroyOnLoad and OnSceneReady only fires once
if (SceneManagerService.Instance != null)
{
SceneManagerService.Instance.SceneLoadCompleted += SetPauseMenuByLevel;
}
// Also react to global UI hide/show events from the page controller
if (UIPageController.Instance != null)
@@ -67,6 +66,11 @@ namespace UI
Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
}
protected override void OnSceneReady()
{
// This only fires once for DontDestroyOnLoad objects, so we handle scene loads in OnManagedAwake
}
protected override void OnDestroy()
{
base.OnDestroy();
@@ -89,17 +93,30 @@ namespace UI
/// <param name="levelName">The name of the level/scene</param>
public void SetPauseMenuByLevel(string levelName)
{
HidePauseMenu();
// TODO: Implement level-based pause menu visibility logic if needed
/*if (string.IsNullOrEmpty(levelName))
return;
bool isStartingLevel = levelName.ToLower().Contains("startingscene");
// When a new scene loads, ensure pause menu is removed from UIPageController stack
// and properly hidden, regardless of pause state
if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
{
UIPageController.Instance.PopPage();
}
if(isStartingLevel)
HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
// Ensure pause state is cleared
if (GameManager.Instance != null && GameManager.Instance.IsPaused)
{
EndPauseSideEffects();
}
Logging.Debug($"[PauseMenu] Setting pause menu active: {!isStartingLevel} for scene: {levelName}");*/
// Hide the menu UI
if (pauseMenuPanel != null) pauseMenuPanel.SetActive(false);
if (canvasGroup != null)
{
canvasGroup.alpha = 0f;
canvasGroup.interactable = false;
canvasGroup.blocksRaycasts = false;
}
gameObject.SetActive(false);
Logging.Debug($"[PauseMenu] Cleaned up pause menu state for scene: {levelName}");
}
/// <summary>
@@ -246,6 +263,18 @@ namespace UI
/// </summary>
public async void ExitToAppleHills()
{
// Pop from UIPageController stack before switching scenes
if (UIPageController.Instance != null && UIPageController.Instance.CurrentPage == this)
{
UIPageController.Instance.PopPage();
}
// Ensure pause state is cleared
if (GameManager.Instance != null && GameManager.Instance.IsPaused)
{
EndPauseSideEffects();
}
// Replace with the actual scene name as set in Build Settings
var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);

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