Cleanup compile warnings, cleanup logs, spruce up level selection menu
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@@ -378,14 +378,12 @@ namespace Interactions
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Logging.Debug("[Interactable] All InteractingCharacterArrived actions completed, proceeding with interaction");
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// Check if we have any components that might have paused the interaction flow
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bool hasTimelineActions = false;
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foreach (var action in _registeredActions)
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{
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if (action is InteractionTimelineAction timelineAction &&
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timelineAction.respondToEvents.Contains(InteractionEventType.InteractingCharacterArrived) &&
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timelineAction.pauseInteractionFlow)
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{
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hasTimelineActions = true;
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break;
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}
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}
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@@ -414,7 +412,7 @@ namespace Interactions
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_ = OnPlayerMoveCancelledAsync();
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}
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private async Task BroadcastCharacterArrivedAsync()
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private Task BroadcastCharacterArrivedAsync()
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{
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// Check for ObjectiveStepBehaviour and lock state
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var step = GetComponent<PuzzleS.ObjectiveStepBehaviour>();
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@@ -427,7 +425,7 @@ namespace Interactions
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_interactionInProgress = false;
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_playerRef = null;
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_followerController = null;
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return;
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return Task.CompletedTask;
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}
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// Dispatch CharacterArrived event
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@@ -440,6 +438,7 @@ namespace Interactions
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_interactionInProgress = false;
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_playerRef = null;
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_followerController = null;
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return Task.CompletedTask;
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}
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private async void OnInteractionComplete(bool success)
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