Add distinction between managed awake and managed start
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@@ -31,11 +31,9 @@ namespace UI
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// After UIPageController (50)
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public override int ManagedAwakePriority => 55;
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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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// Ensure we have a CanvasGroup for transitions
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@@ -51,9 +49,9 @@ namespace UI
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gameObject.SetActive(false);
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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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// Subscribe to scene-dependent events - must be in OnManagedAwake, not OnSceneReady
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// Subscribe to scene-dependent events - must be in OnManagedStart, not OnSceneReady
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// because PauseMenu is in DontDestroyOnLoad and OnSceneReady only fires once
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if (SceneManagerService.Instance != null)
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{
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