Update methods to be internal, remove invocation bloat
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@@ -52,7 +52,7 @@ namespace Input
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public override int ManagedAwakePriority => 25; // Input infrastructure
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protected override void OnManagedAwake()
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internal override void OnManagedAwake()
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{
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// Set instance immediately (early initialization)
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_instance = this;
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@@ -87,7 +87,7 @@ namespace Input
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SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
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}
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protected override void OnManagedStart()
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internal override void OnManagedStart()
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{
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// Subscribe to scene load events from SceneManagerService
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// This must happen in ManagedStart because SceneManagerService instance needs to be set first
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@@ -73,7 +73,7 @@ namespace Input
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public override string SaveId => $"{gameObject.scene.name}/PlayerController";
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public override int ManagedAwakePriority => 100; // Player controller
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protected override void OnManagedStart()
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internal override void OnManagedStart()
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{
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aiPath = GetComponent<AIPath>();
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artTransform = transform.Find("CharacterArt");
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@@ -435,7 +435,7 @@ namespace Input
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#region Save/Load Lifecycle Hooks
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protected override string OnSceneSaveRequested()
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internal override string OnSceneSaveRequested()
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{
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var saveData = new PlayerSaveData
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{
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@@ -445,7 +445,7 @@ namespace Input
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return JsonUtility.ToJson(saveData);
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}
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protected override void OnSceneRestoreRequested(string serializedData)
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internal override void OnSceneRestoreRequested(string serializedData)
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{
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if (string.IsNullOrEmpty(serializedData))
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{
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