Update logging calls to new system
This commit is contained in:
@@ -77,7 +77,7 @@ namespace Core
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component.Pause();
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}
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LogDebugMessage($"Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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Logging.Debug($"Registered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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@@ -90,7 +90,7 @@ namespace Core
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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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LogDebugMessage($"Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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Logging.Debug($"Unregistered pausable component: {(component as MonoBehaviour)?.name ?? "Unknown"}");
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}
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}
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@@ -106,7 +106,7 @@ namespace Core
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ApplyPause(true);
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}
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LogDebugMessage($"Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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Logging.Debug($"Pause requested by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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}
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/// <summary>
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@@ -121,7 +121,7 @@ namespace Core
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ApplyPause(false);
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}
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LogDebugMessage($"Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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Logging.Debug($"Pause released by {requester?.ToString() ?? "Unknown"}. pauseCount = {_pauseCount}");
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}
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/// <summary>
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@@ -160,12 +160,12 @@ namespace Core
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OnGameResumed?.Invoke();
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}
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LogDebugMessage($"Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
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Logging.Debug($"Game {(shouldPause ? "paused" : "resumed")}. Paused {_pausableComponents.Count} components.");
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}
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private void InitializeSettings()
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{
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LogDebugMessage("Starting settings initialization...", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("Starting settings initialization...");
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// Load settings synchronously
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var playerSettings = SettingsProvider.Instance.LoadSettingsSynchronous<PlayerFollowerSettings>();
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@@ -176,7 +176,7 @@ namespace Core
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if (playerSettings != null)
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{
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ServiceLocator.Register<IPlayerFollowerSettings>(playerSettings);
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LogDebugMessage("PlayerFollowerSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("PlayerFollowerSettings registered successfully");
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}
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else
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{
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@@ -186,7 +186,7 @@ namespace Core
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if (interactionSettings != null)
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{
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ServiceLocator.Register<IInteractionSettings>(interactionSettings);
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LogDebugMessage("InteractionSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("InteractionSettings registered successfully");
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}
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else
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{
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@@ -196,7 +196,7 @@ namespace Core
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if (minigameSettings != null)
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{
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ServiceLocator.Register<IDivingMinigameSettings>(minigameSettings);
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LogDebugMessage("MinigameSettings registered successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("MinigameSettings registered successfully");
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}
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else
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{
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@@ -207,7 +207,7 @@ namespace Core
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_settingsLoaded = playerSettings != null && interactionSettings != null && minigameSettings != null;
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if (_settingsLoaded)
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{
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LogDebugMessage("All settings loaded and registered with ServiceLocator", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("All settings loaded and registered with ServiceLocator");
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}
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else
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{
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@@ -220,7 +220,7 @@ namespace Core
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/// </summary>
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private void InitializeDeveloperSettings()
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{
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LogDebugMessage("Starting developer settings initialization...", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("Starting developer settings initialization...");
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// Load developer settings
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var divingDevSettings = DeveloperSettingsProvider.Instance.GetSettings<DivingDeveloperSettings>();
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@@ -230,7 +230,7 @@ namespace Core
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if (_developerSettingsLoaded)
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{
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LogDebugMessage("All developer settings loaded successfully", "SettingsInitialization", _settingsLogVerbosity);
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Logging.Debug("All developer settings loaded successfully");
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}
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else
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{
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@@ -264,19 +264,6 @@ namespace Core
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{
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return DeveloperSettingsProvider.Instance?.GetSettings<T>();
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}
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private void LogDebugMessage(string message, string prefix = "GameManager", LogVerbosity verbosity = LogVerbosity.None)
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{
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if (verbosity == LogVerbosity.None)
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{
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verbosity = _managerLogVerbosity;
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}
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if ( verbosity <= LogVerbosity.Debug)
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{
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Logging.Debug($"[{prefix}] {message}");
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}
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}
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// LEFTOVER LEGACY SETTINGS
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public float PlayerStopDistance => GetSettings<IInteractionSettings>()?.PlayerStopDistance ?? 6.0f;
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@@ -73,7 +73,7 @@ namespace Core
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// Load verbosity settings
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_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
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LogDebugMessage($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
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Logging.Debug($"SceneManagerService initialized, current scene is: {CurrentGameplayScene}");
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}
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/// <summary>
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@@ -91,19 +91,19 @@ namespace Core
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if (activeScene.name != BootstrapSceneName)
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{
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CurrentGameplayScene = activeScene.name;
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LogDebugMessage($"Initialized with current scene: {CurrentGameplayScene}");
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Logging.Debug($"Initialized with current scene: {CurrentGameplayScene}");
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}
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// Otherwise default to MainMenu
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else
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{
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CurrentGameplayScene = "AppleHillsOverworld";
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LogDebugMessage($"Initialized with default scene: {CurrentGameplayScene}");
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Logging.Debug($"Initialized with default scene: {CurrentGameplayScene}");
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}
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}
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else
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{
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CurrentGameplayScene = "AppleHillsOverworld";
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LogDebugMessage($"No valid active scene, defaulting to: {CurrentGameplayScene}");
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Logging.Debug($"No valid active scene, defaulting to: {CurrentGameplayScene}");
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}
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}
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@@ -305,7 +305,7 @@ namespace Core
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}
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// PHASE 2: Broadcast scene unloading - notify components to cleanup
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LogDebugMessage($"Broadcasting OnSceneUnloading for: {oldSceneName}");
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Logging.Debug($"Broadcasting OnSceneUnloading for: {oldSceneName}");
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LifecycleManager.Instance?.BroadcastSceneUnloading(oldSceneName);
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// PHASE 3: Save scene-specific data via SaveLoadManager (unless skipSave is true)
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@@ -314,19 +314,19 @@ namespace Core
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var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
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if (debugSettings.useSaveLoadSystem)
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{
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LogDebugMessage($"Saving scene data for: {oldSceneName}");
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Logging.Debug($"Saving scene data for: {oldSceneName}");
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SaveLoadManager.Instance.SaveSceneData();
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}
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}
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else if (skipSave)
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{
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LogDebugMessage($"Skipping save for: {oldSceneName} (skipSave=true)");
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Logging.Debug($"Skipping save for: {oldSceneName} (skipSave=true)");
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}
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// PHASE 4: Clear PuzzleManager state before scene transition
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if (PuzzleS.PuzzleManager.Instance != null)
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{
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LogDebugMessage($"Clearing puzzle state before scene transition");
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Logging.Debug($"Clearing puzzle state before scene transition");
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PuzzleS.PuzzleManager.Instance.ClearPuzzleState();
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}
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@@ -350,7 +350,7 @@ namespace Core
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}
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else
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{
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Logging.Warning($"[SceneManagerService] Previous scene '{oldSceneName}' is not loaded, skipping unload.");
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Logging.Warning($"Previous scene '{oldSceneName}' is not loaded, skipping unload.");
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}
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}
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@@ -362,7 +362,7 @@ namespace Core
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}
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// PHASE 8: Begin scene loading mode - enables priority-ordered component initialization
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LogDebugMessage($"Beginning scene load for: {newSceneName}");
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Logging.Debug($"Beginning scene load for: {newSceneName}");
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LifecycleManager.Instance?.BeginSceneLoad(newSceneName);
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// PHASE 9: Load new gameplay scene
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@@ -370,7 +370,7 @@ namespace Core
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CurrentGameplayScene = newSceneName;
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// PHASE 10: Broadcast scene ready - processes batched components in priority order, then calls OnSceneReady
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LogDebugMessage($"Broadcasting OnSceneReady for: {newSceneName}");
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Logging.Debug($"Broadcasting OnSceneReady for: {newSceneName}");
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LifecycleManager.Instance?.BroadcastSceneReady(newSceneName);
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// PHASE 11: Restore scene-specific data via SaveLoadManager
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@@ -379,14 +379,14 @@ namespace Core
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var debugSettings = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>();
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if (debugSettings.useSaveLoadSystem)
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{
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LogDebugMessage($"Restoring scene data for: {newSceneName}");
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Logging.Debug($"Restoring scene data for: {newSceneName}");
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SaveLoadManager.Instance.RestoreSceneData();
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}
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}
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else if (skipSave)
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{
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SaveLoadManager.Instance.RestoreSceneData();
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LogDebugMessage($"Skipping restore for: {newSceneName} (skipSave=true)");
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Logging.Debug($"Skipping restore for: {newSceneName} (skipSave=true)");
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}
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// PHASE 12: Only hide the loading screen if autoHideLoadingScreen is true
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@@ -395,13 +395,5 @@ namespace Core
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_loadingScreen.HideLoadingScreen();
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}
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}
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private void LogDebugMessage(string message)
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{
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if (_logVerbosity <= LogVerbosity.Debug)
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{
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Logging.Debug($"[SceneManagerService] {message}");
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}
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}
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}
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}
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@@ -29,7 +29,7 @@ namespace Core
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// Load verbosity settings early (GameManager sets up settings in its OnManagedAwake)
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_logVerbosity = DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().sceneLogVerbosity;
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LogDebugMessage("Initialized");
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Logging.Debug("Initialized");
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}
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internal override void OnManagedStart()
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@@ -71,7 +71,7 @@ namespace Core
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if (sceneName.ToLower().Contains("bootstrap"))
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{
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// Bootstrap being loaded additively, don't do anything
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LogDebugMessage($"Detected bootstrapped scene: '{sceneName}'. Skipping orientation enforcement.");
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Logging.Debug($"Detected bootstrapped scene: '{sceneName}'. Skipping orientation enforcement.");
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return;
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}
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@@ -81,23 +81,23 @@ namespace Core
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}
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else
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{
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LogDebugMessage($"No orientationConfig assigned. Defaulting to Landscape for scene '{sceneName}'");
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Logging.Debug($"No orientationConfig assigned. Defaulting to Landscape for scene '{sceneName}'");
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}
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switch (requirement)
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{
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case ScreenOrientationRequirement.Portrait:
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LogDebugMessage($"Forcing Portrait for scene '{sceneName}'");
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Logging.Debug($"Forcing Portrait for scene '{sceneName}'");
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StartCoroutine(ForcePortrait());
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break;
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case ScreenOrientationRequirement.Landscape:
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LogDebugMessage($"Forcing Landscape for scene '{sceneName}'");
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Logging.Debug($"Forcing Landscape for scene '{sceneName}'");
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StartCoroutine(ForceLandscape());
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break;
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case ScreenOrientationRequirement.NotApplicable:
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default:
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// Default to landscape when no specific requirement is found
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LogDebugMessage($"No specific orientation for scene '{sceneName}'. Defaulting to Landscape");
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Logging.Debug($"No specific orientation for scene '{sceneName}'. Defaulting to Landscape");
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StartCoroutine(ForceLandscape());
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break;
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}
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@@ -125,12 +125,12 @@ namespace Core
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if (!currentlyLandscape)
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{
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// Lock it to portrait and allow the device to orient itself
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LogDebugMessage($"Actually forcing Portrait from previous: {Screen.orientation}");
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Logging.Debug($"Actually forcing Portrait from previous: {Screen.orientation}");
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Screen.orientation = ScreenOrientation.LandscapeRight;
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}
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else
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{
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LogDebugMessage($"Skipping Landscape enforcement, device already in: {Screen.orientation}");
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Logging.Debug($"Skipping Landscape enforcement, device already in: {Screen.orientation}");
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}
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yield return null;
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@@ -158,12 +158,12 @@ namespace Core
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if (!currentlyPortrait)
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{
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// Lock it to portrait and allow the device to orient itself
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LogDebugMessage($"Actually forcing Portrait from previous: {Screen.orientation}");
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Logging.Debug($"Actually forcing Portrait from previous: {Screen.orientation}");
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Screen.orientation = ScreenOrientation.PortraitUpsideDown;
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}
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else
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{
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LogDebugMessage($"Skipping Portrait enforcement, device already in: {Screen.orientation}");
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Logging.Debug($"Skipping Portrait enforcement, device already in: {Screen.orientation}");
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}
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yield return null;
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@@ -179,13 +179,5 @@ namespace Core
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// Allow device to auto-rotate to correct portrait orientation
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Screen.orientation = ScreenOrientation.AutoRotation;
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}
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private void LogDebugMessage(string message)
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{
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if (_logVerbosity <= LogVerbosity.Debug)
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{
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Logging.Debug($"[SceneOrientationEnforcer] {message}");
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}
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}
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}
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}
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@@ -1,7 +1,5 @@
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using System;
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using System.Collections.Generic;
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using AppleHills.Core.Settings;
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using UnityEngine;
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namespace Core.Settings
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{
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@@ -21,7 +19,7 @@ namespace Core.Settings
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public static void Register<T>(T service) where T : class
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{
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Services[typeof(T)] = service;
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LogDebugMessage($"Service registered: {typeof(T).Name}");
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Logging.Debug($"Service registered: {typeof(T).Name}");
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}
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/// <summary>
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@@ -36,7 +34,7 @@ namespace Core.Settings
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return service as T;
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}
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Logging.Warning($"[ServiceLocator] Service of type {typeof(T).Name} not found!");
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Logging.Warning($"Service of type {typeof(T).Name} not found!");
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return null;
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}
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@@ -46,16 +44,7 @@ namespace Core.Settings
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public static void Clear()
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{
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Services.Clear();
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LogDebugMessage("All services cleared");
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}
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private static void LogDebugMessage(string message)
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{
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if (DeveloperSettingsProvider.Instance.GetSettings<DebugSettings>().settingsLogVerbosity <=
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LogVerbosity.Debug)
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{
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Logging.Debug($"[ServiceLocator] {message}");
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}
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Logging.Debug("All services cleared");
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}
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}
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}
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Block a user