Cleanup compile warnings, cleanup logs, spruce up level selection menu
This commit is contained in:
147
Assets/Scripts/Levels/LevelSwitch.cs
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147
Assets/Scripts/Levels/LevelSwitch.cs
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using System;
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using AppleHills.Core.Settings;
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using Core;
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using Input;
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using Interactions;
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using System.Threading.Tasks;
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using UnityEngine;
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// Added for IInteractionSettings
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namespace Levels
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{
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/// <summary>
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/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class LevelSwitch : MonoBehaviour
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{
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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private SpriteRenderer _iconRenderer;
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private Interactable _interactable;
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// Settings reference
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private IInteractionSettings _interactionSettings;
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private bool _isActive = true;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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void Awake()
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{
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_isActive = true;
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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_interactable = GetComponent<Interactable>();
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if (_interactable != null)
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{
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_interactable.characterArrived.AddListener(OnCharacterArrived);
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}
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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ApplySwitchData();
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}
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/// <summary>
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/// Unity OnDestroy callback. Cleans up event handlers.
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/// </summary>
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void OnDestroy()
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{
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if (_interactable != null)
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{
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_interactable.characterArrived.RemoveListener(OnCharacterArrived);
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// </summary>
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void OnValidate()
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{
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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/// <summary>
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/// Applies the switch data to the level switch (icon, name, etc).
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/// </summary>
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public void ApplySwitchData()
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{
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if (switchData != null)
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{
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if (_iconRenderer != null)
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_iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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}
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/// <summary>
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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private void OnCharacterArrived()
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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return;
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var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
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if (menuPrefab == null)
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{
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Debug.LogError("LevelSwitchMenu prefab not assigned in InteractionSettings!");
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return;
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}
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// Spawn the menu overlay (assume Canvas parent is handled in prefab setup)
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var menuGo = Instantiate(menuPrefab);
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var menu = menuGo.GetComponent<LevelSwitchMenu>();
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if (menu == null)
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{
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Debug.LogError("LevelSwitchMenu component missing on prefab!");
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Destroy(menuGo);
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return;
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}
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// Setup menu with data and callbacks
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menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
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_isActive = false; // Prevent re-triggering until menu is closed
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// Switch input mode to UI only
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InputManager.Instance.SetInputMode(InputMode.UI);
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}
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private void OnLevelSelectedWrapper()
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{
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_ = OnLevelSelected();
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}
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private async Task OnLevelSelected()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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}
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private async void OnMinigameSelected()
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{
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var progress = new Progress<float>(p => Logging.Debug($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetMinigameSceneName, progress);
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}
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private async void OnRestartSelected()
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{
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// TODO: Restart level here
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await OnLevelSelected();
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}
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private void OnMenuCancel()
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{
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_isActive = true; // Allow interaction again if cancelled
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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}
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}
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}
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3
Assets/Scripts/Levels/LevelSwitch.cs.meta
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3
Assets/Scripts/Levels/LevelSwitch.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 66cdab2e217c4c8388e2fc66da02f296
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timeCreated: 1756733777
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32
Assets/Scripts/Levels/LevelSwitchData.cs
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32
Assets/Scripts/Levels/LevelSwitchData.cs
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using UnityEngine;
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namespace Levels
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{
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/// <summary>
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/// ScriptableObject holding data for a level switch (scene name, description, icon).
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/// </summary>
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[CreateAssetMenu(fileName = "LevelSwitchData", menuName = "AppleHills/Items & Puzzles/Level Switch Data")]
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public class LevelSwitchData : ScriptableObject
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{
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/// <summary>
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/// The name of the target scene to switch to.
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/// </summary>
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public string targetLevelSceneName;
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/// <summary>
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/// The name of the minigame scene to switch to.
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/// </summary>
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public string targetMinigameSceneName;
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/// <summary>
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/// Description of the level switch.
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/// </summary>
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[TextArea]
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public string description;
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/// <summary>
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/// Icon to display for this level switch.
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/// </summary>
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public Sprite mapSprite;
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}
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}
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3
Assets/Scripts/Levels/LevelSwitchData.cs.meta
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3
Assets/Scripts/Levels/LevelSwitchData.cs.meta
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fileFormatVersion: 2
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guid: 451d08ffb9ed459db0f0473f2275743b
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timeCreated: 1756733909
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110
Assets/Scripts/Levels/LevelSwitchMenu.cs
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110
Assets/Scripts/Levels/LevelSwitchMenu.cs
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using System;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Levels
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{
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/// <summary>
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/// UI overlay for confirming a level switch. Displays level info and handles confirm/cancel actions.
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/// </summary>
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public class LevelSwitchMenu : MonoBehaviour
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{
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[Header("UI References")]
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public Image iconImage;
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public TMP_Text levelNameText;
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public Button confirmButton;
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public Button cancelButton;
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public Button minigameButton;
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public GameObject padlockIcon;
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public Button restartButton;
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public GameObject popupConfirmMenu;
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public Button popupConfirmButton;
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public Button popupCancelButton;
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public Image tintTargetImage;
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public Color popupTintColor = new Color(0.5f, 0.5f, 0.5f, 1f); // grey by default
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private Color _originalTintColor;
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private Action _onRestart;
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private Action _onLevelConfirm;
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private Action _onMinigameConfirm;
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private Action _onCancel;
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private LevelSwitchData _switchData;
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/// <summary>
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/// Initialize the menu with data and callbacks.
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/// </summary>
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public void Setup(LevelSwitchData switchData, Action onLevelConfirm, Action onMinigameConfirm, Action onCancel, Action onRestart = null)
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{
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_switchData = switchData;
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_onLevelConfirm = onLevelConfirm;
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_onMinigameConfirm = onMinigameConfirm;
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_onCancel = onCancel;
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_onRestart = onRestart;
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if (iconImage) iconImage.sprite = switchData?.mapSprite;
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if (levelNameText) levelNameText.text = switchData?.targetLevelSceneName ?? "";
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if (confirmButton) confirmButton.onClick.AddListener(OnConfirmClicked);
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if (cancelButton) cancelButton.onClick.AddListener(OnCancelClicked);
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if (minigameButton)
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{
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minigameButton.onClick.AddListener(OnMinigameClicked);
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bool minigameUnlocked = true;
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minigameButton.interactable = !minigameUnlocked;
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padlockIcon.SetActive(!minigameUnlocked);
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}
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if (restartButton) restartButton.onClick.AddListener(OnRestartClicked);
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if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
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if (tintTargetImage) _originalTintColor = tintTargetImage.color;
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if (popupConfirmButton) popupConfirmButton.onClick.AddListener(OnPopupConfirmClicked);
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if (popupCancelButton) popupCancelButton.onClick.AddListener(OnPopupCancelClicked);
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}
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private void OnDestroy()
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{
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if (confirmButton) confirmButton.onClick.RemoveListener(OnConfirmClicked);
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if (cancelButton) cancelButton.onClick.RemoveListener(OnCancelClicked);
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if (minigameButton) minigameButton.onClick.RemoveListener(OnMinigameClicked);
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if (restartButton) restartButton.onClick.RemoveListener(OnRestartClicked);
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if (popupConfirmButton) popupConfirmButton.onClick.RemoveListener(OnPopupConfirmClicked);
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if (popupCancelButton) popupCancelButton.onClick.RemoveListener(OnPopupCancelClicked);
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}
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private void OnConfirmClicked()
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{
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_onLevelConfirm?.Invoke();
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Destroy(gameObject);
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}
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private void OnMinigameClicked()
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{
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_onMinigameConfirm?.Invoke();
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Destroy(gameObject);
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}
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private void OnCancelClicked()
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{
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_onCancel?.Invoke();
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Destroy(gameObject);
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}
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private void OnRestartClicked()
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{
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if (popupConfirmMenu) popupConfirmMenu.SetActive(true);
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if (tintTargetImage) tintTargetImage.color = popupTintColor;
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}
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private void OnPopupCancelClicked()
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{
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if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
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if (tintTargetImage) tintTargetImage.color = _originalTintColor;
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}
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private void OnPopupConfirmClicked()
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{
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_onRestart?.Invoke();
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if (popupConfirmMenu) popupConfirmMenu.SetActive(false);
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if (tintTargetImage) tintTargetImage.color = _originalTintColor;
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}
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}
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}
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3
Assets/Scripts/Levels/LevelSwitchMenu.cs.meta
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3
Assets/Scripts/Levels/LevelSwitchMenu.cs.meta
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fileFormatVersion: 2
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guid: 662ab024f9b9403f9184b71850bfce4f
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timeCreated: 1757335311
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