Update methods to be internal, remove invocation bloat
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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 OnManagedStart()
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internal 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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@@ -28,7 +28,7 @@ namespace PuzzleS
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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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// Save scene-specific progress
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var state = new BirdGameState
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@@ -38,7 +38,7 @@ namespace PuzzleS
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return JsonUtility.ToJson(state);
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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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@@ -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 OnManagedAwake()
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internal override void OnManagedAwake()
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{
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_interactable = GetComponent<InteractableBase>();
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@@ -58,7 +58,7 @@ namespace PuzzleS
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}
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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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// Register with PuzzleManager - safe to access .Instance here
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if (stepData != null && PuzzleManager.Instance != null)
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@@ -96,13 +96,13 @@ namespace PuzzleS
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public override int ManagedAwakePriority => 80; // Puzzle systems
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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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}
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protected override void OnManagedStart()
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internal 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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@@ -589,7 +589,7 @@ namespace PuzzleS
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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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if (_currentLevelData == null)
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{
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@@ -609,7 +609,7 @@ namespace PuzzleS
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return json;
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}
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protected override void OnSceneRestoreRequested(string data)
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internal override void OnSceneRestoreRequested(string data)
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{
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Logging.Debug("[XAXA] PuzzleManager loading with data: " + data);
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