Fix hud issues and have rainbow play correctly
This commit is contained in:
@@ -11,9 +11,8 @@ using UI;
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public class AppSwitcher : UIPage
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{
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public TextAsset rainbowEstablish;
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public TextAsset rainbowRemove;
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public GameObject rainbow;
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public GameObject rainbowIn;
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public GameObject rainbowOut;
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public GameObject gameLayoutContainer;
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public GameObject exitButton;
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public RectMask2D rectMask;
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@@ -21,7 +20,8 @@ public class AppSwitcher : UIPage
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[Header("Slide Animation Settings")]
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public float slideDuration = 0.5f;
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private SkottiePlayerV2 rainbowPlayer;
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private SkottiePlayerV2 rainbowInPlayer;
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private SkottiePlayerV2 rainbowOutPlayer;
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private TweenBase slideInTween;
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private TweenBase slideOutTween;
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@@ -30,51 +30,56 @@ public class AppSwitcher : UIPage
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base.OnManagedAwake();
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PageName = "AppSwitcher";
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rainbowPlayer = rainbow.GetComponentInChildren<SkottiePlayerV2>();
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rainbowInPlayer = rainbowIn.GetComponent<SkottiePlayerV2>();
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rainbowOutPlayer = rainbowOut.GetComponent<SkottiePlayerV2>();
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if (rectMask == null)
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{
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rectMask = GetComponent<RectMask2D>();
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}
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// Initially hide both
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rainbowIn.SetActive(true);
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exitButton.SetActive(false);
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}
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protected override void DoTransitionIn(Action onComplete)
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{
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gameLayoutContainer.SetActive(true);
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// Play establishing animations
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rainbowPlayer.LoadAnimation(rainbowEstablish.text);
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rainbowPlayer.PlayAnimation(false);
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rainbowPlayer.loop = false;
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// Show the exit button
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exitButton.SetActive(true);
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// Set input mode to UI
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QuickAccess.Instance.PlayerController.InterruptMoveTo();
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InputManager.Instance.SetInputMode(InputMode.UI);
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gameLayoutContainer.SetActive(true);
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// Hide rainbow out, show rainbow in
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rainbowOut.SetActive(false);
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// Play animation on rainbow in without resetting state
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rainbowInPlayer.PlayAnimation(true);
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// Slide in animation - tween padding.left from 1700 to 0
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slideInTween = TweenPaddingLeft(1700f, 0f, Tween.EaseOutBack, () => onComplete?.Invoke());
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slideInTween = TweenPaddingLeft(1700f, 0f, Tween.EaseOut, () =>
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{
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onComplete?.Invoke();
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rainbowOut.SetActive(true);
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exitButton.SetActive(true);
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});
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}
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protected override void DoTransitionOut(Action onComplete)
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{
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rainbowPlayer.LoadAnimation(rainbowRemove.text);
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rainbowPlayer.PlayAnimation(true);
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rainbowPlayer.loop = false;
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rainbowIn.SetActive(false);
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// Set input mode to game and ui
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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// Play animation on rainbow out with resetting state
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rainbowOutPlayer.PlayAnimation(true);
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// Hide the exit button
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exitButton.SetActive(false);
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// Slide out animation - tween padding.left from 0 to 1700
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slideOutTween = TweenPaddingLeft(0f, 1700f, Tween.EaseInBack, () => {
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slideOutTween = TweenPaddingLeft(0f, 1700f, Tween.EaseIn, () => {
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gameLayoutContainer.SetActive(false);
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PlayerHudManager.Instance.ShowAllHud();
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rainbowIn.SetActive(true);
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onComplete?.Invoke();
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InputManager.Instance.SetInputMode(InputMode.GameAndUI);
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});
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}
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@@ -190,23 +190,35 @@ namespace UI.Core
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{
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if (_pageStack.Count <= 0) return;
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// Hide and pop current page
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// Pop current page from stack
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UIPage currentPage = _pageStack.Pop();
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currentPage.TransitionOut();
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// Show previous page if there is one
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if (_pageStack.Count > 0)
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// Subscribe to transition out completion event
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Action onTransitionComplete = null;
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onTransitionComplete = () =>
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{
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UIPage previousPage = _pageStack.Peek();
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previousPage.TransitionIn();
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OnPageChanged?.Invoke(previousPage);
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Logging.Debug($"[UIPageController] Popped to previous page: {previousPage.PageName}");
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}
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else
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{
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OnPageChanged?.Invoke(null);
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Logging.Debug("[UIPageController] Popped last page, no pages left in stack");
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}
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// Unsubscribe to prevent memory leaks
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currentPage.OnTransitionOutCompleted -= onTransitionComplete;
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// Fire OnPageChanged AFTER transition completes
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if (_pageStack.Count > 0)
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{
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UIPage previousPage = _pageStack.Peek();
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previousPage.TransitionIn();
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OnPageChanged?.Invoke(previousPage);
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Logging.Debug($"[UIPageController] Popped to previous page: {previousPage.PageName}");
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}
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else
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{
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OnPageChanged?.Invoke(null);
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Logging.Debug("[UIPageController] Popped last page, no pages left in stack");
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}
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};
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currentPage.OnTransitionOutCompleted += onTransitionComplete;
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// Start the transition out animation
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currentPage.TransitionOut();
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}
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/// <summary>
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@@ -32,7 +32,7 @@ namespace UI
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[Header("HUD Elements")]
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public GameObject eagleEye;
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public GameObject ramaSjangButton;
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[HideInInspector] public Image cinematicSprites;
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[HideInInspector] public Image cinematicBackgroundSprites;
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@@ -157,42 +157,17 @@ namespace UI
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switch (sceneName)
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{
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case "AppleHillsOverworld":
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UpdateUIMode(UIMode.Overworld);
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currentUIMode = UIMode.Overworld;
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break;
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case "Quarry":
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UpdateUIMode(UIMode.Puzzle);
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currentUIMode = UIMode.Puzzle;
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break;
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case "DivingForPictures":
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UpdateUIMode(UIMode.Minigame);
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break;
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}
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}
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public void UpdateUIMode(UIMode mode)
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{
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switch (mode)
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{
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case UIMode.Overworld:
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// Update currentUIMode var
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currentUIMode = UIMode.Overworld;
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// Hide eagle eye
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eagleEye.SetActive(false);
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break;
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case UIMode.Puzzle:
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// Update currentUIMode var
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currentUIMode = UIMode.Puzzle;
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// show eagle eye
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eagleEye.SetActive(true);
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break;
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case UIMode.Minigame:
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// Update currentUIMode var
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currentUIMode = UIMode.Minigame;
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// Hide birds eye
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eagleEye.SetActive(false);
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break;
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}
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ShowAllHud();
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}
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/// <summary>
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@@ -245,14 +220,47 @@ namespace UI
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return;
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}
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// Set visibility for all HUD children
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foreach (Transform child in hudButtonsContainer)
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{
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child.gameObject.SetActive(visible);
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}
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ApplyUIModeOverrides(visible);
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Logging.Debug($"[PlayerHudManager] {(visible ? "Shown" : "Hidden")} all HUD elements");
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}
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/// <summary>
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/// Applies UI mode-specific visibility rules (e.g., hiding eagleEye in certain modes)
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/// </summary>
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private void ApplyUIModeOverrides(bool visible)
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{
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switch (currentUIMode)
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{
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case UIMode.Overworld:
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if (visible)
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{
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eagleEye.SetActive(false);
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}
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break;
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case UIMode.Puzzle:
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if (visible)
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{
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ramaSjangButton.SetActive(false);
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}
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break;
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case UIMode.Minigame:
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if (visible)
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{
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eagleEye.SetActive(false);
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}
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break;
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case UIMode.HideAll:
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break;
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}
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}
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/// <summary>
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/// Automatically manages HUD visibility based on page stack state
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/// </summary>
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