Sequence complete after cleanup
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@@ -13,14 +13,13 @@ namespace Levels
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/// <summary>
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/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class LevelSwitch : MonoBehaviour
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public class LevelSwitch : InteractableBase
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{
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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private SpriteRenderer _iconRenderer;
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private InteractableBase _interactable;
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// Settings reference
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private IInteractionSettings _interactionSettings;
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@@ -35,11 +34,6 @@ namespace Levels
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_isActive = true;
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if (_iconRenderer == null)
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_iconRenderer = GetComponent<SpriteRenderer>();
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_interactable = GetComponent<InteractableBase>();
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if (_interactable != null)
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{
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_interactable.characterArrived.AddListener(OnCharacterArrived);
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}
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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@@ -47,17 +41,6 @@ namespace Levels
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ApplySwitchData();
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}
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/// <summary>
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/// Unity OnDestroy callback. Cleans up event handlers.
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/// </summary>
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void OnDestroy()
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{
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if (_interactable != null)
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{
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_interactable.characterArrived.RemoveListener(OnCharacterArrived);
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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@@ -87,7 +70,7 @@ namespace Levels
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/// <summary>
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/// Handles the start of an interaction (shows confirmation menu and switches the level if confirmed).
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/// </summary>
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private void OnCharacterArrived()
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protected override void OnCharacterArrived()
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{
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if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
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return;
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