Remove main menu from build and game flow
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@@ -48,12 +48,7 @@ namespace UI
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// Set initial state based on current scene
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SetPauseMenuByLevel(SceneManager.GetActiveScene().name);
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#if UNITY_EDITOR
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// Initialize pause menu state
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HidePauseMenu(false);
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#endif
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Logging.Debug("[PauseMenu] Subscribed to SceneManagerService events");
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}
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@@ -77,18 +72,17 @@ namespace UI
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/// <param name="levelName">The name of the level/scene</param>
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public void SetPauseMenuByLevel(string levelName)
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{
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if (string.IsNullOrEmpty(levelName))
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HidePauseMenu(false);
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// TODO: Implement level-based pause menu visibility logic if needed
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/*if (string.IsNullOrEmpty(levelName))
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return;
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bool isMainMenu = levelName.ToLower().Contains("mainmenu");
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bool isStartingLevel = levelName.ToLower().Contains("startingscene");
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gameObject.SetActive(!(isMainMenu || isStartingLevel));
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if(!isMainMenu && !isStartingLevel)
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if(isStartingLevel)
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HidePauseMenu(false); // Ensure menu is hidden when switching to a game level
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Logging.Debug($"[PauseMenu] Setting pause menu active: {!isMainMenu} for scene: {levelName}");
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Logging.Debug($"[PauseMenu] Setting pause menu active: {!isStartingLevel} for scene: {levelName}");*/
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}
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/// <summary>
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@@ -141,11 +135,11 @@ namespace UI
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/// <summary>
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/// Exits to the main menu scene.
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/// </summary>
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public async void ExitToMainMenu()
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public async void ExitToAppleHills()
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{
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// Replace with the actual scene name as set in Build Settings
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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("MainMenu", progress);
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await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
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}
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/// <summary>
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@@ -181,15 +175,12 @@ namespace UI
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switch (levelSelection)
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{
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case 0:
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await SceneManagerService.Instance.SwitchSceneAsync("MainMenu", progress);
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break;
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case 1:
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await SceneManagerService.Instance.SwitchSceneAsync("AppleHillsOverworld", progress);
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break;
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case 2:
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case 1:
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await SceneManagerService.Instance.SwitchSceneAsync("Quarry", progress);
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break;
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case 3:
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case 2:
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await SceneManagerService.Instance.SwitchSceneAsync("DivingForPictures", progress);
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break;
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}
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