Add distinction between managed awake and managed start
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@@ -16,7 +16,7 @@ namespace PuzzleS
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// Save system configuration
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public override bool AutoRegisterForSave => true;
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protected override void OnManagedAwake()
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protected override void OnManagedStart()
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{
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// Initialize after all managers are ready
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}
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@@ -1,4 +1,4 @@
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using Input;
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using Input;
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using Interactions;
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using UnityEngine;
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using Core;
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@@ -32,7 +32,7 @@ namespace PuzzleS
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// Enum for tracking proximity state (simplified to just Close and Far)
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public enum ProximityState { Close, Far }
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protected override void Awake()
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protected override void OnManagedAwake()
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{
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_interactable = GetComponent<InteractableBase>();
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@@ -56,14 +56,10 @@ namespace PuzzleS
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Logging.Warning($"[Puzzles] Indicator prefab for {stepData?.stepId} does not implement IPuzzlePrompt");
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}
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}
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base.Awake();
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}
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protected override void OnManagedAwake()
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protected override void OnManagedStart()
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{
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base.OnManagedAwake();
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// Register with PuzzleManager - safe to access .Instance here
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if (stepData != null && PuzzleManager.Instance != null)
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{
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@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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@@ -96,15 +96,13 @@ namespace PuzzleS
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public override int ManagedAwakePriority => 80; // Puzzle systems
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private new void Awake()
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protected override void OnManagedAwake()
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{
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base.Awake(); // CRITICAL: Register with LifecycleManager!
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// Set instance immediately so it's available before OnManagedAwake() is called
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// Set instance immediately (early initialization)
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_instance = this;
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}
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protected override void OnManagedAwake()
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protected override void OnManagedStart()
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{
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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