Update logging calls to new system
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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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