Sequence complete after cleanup
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@@ -16,14 +16,13 @@ namespace Levels
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/// <summary>
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/// Handles switching into minigame levels when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class MinigameSwitch : MonoBehaviour
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public class MinigameSwitch : 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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@@ -41,11 +40,7 @@ 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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ApplySwitchData();
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@@ -66,11 +61,6 @@ namespace Levels
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private void OnDestroy()
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{
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PuzzleManager.Instance.OnAllPuzzlesComplete -= HandleAllPuzzlesComplete;
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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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if (SaveLoadManager.Instance != null)
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{
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SaveLoadManager.Instance.OnLoadCompleted -= OnSaveDataLoadedHandler;
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@@ -142,7 +132,7 @@ 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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