SaveLoad using managed lifecycle
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@@ -2,6 +2,7 @@
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using Interactions;
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using UnityEngine;
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using Core;
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using Core.Lifecycle;
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namespace PuzzleS
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{
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@@ -9,7 +10,7 @@ namespace PuzzleS
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/// Manages the state and interactions for a single puzzle step, including unlock/lock logic and event handling.
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/// </summary>
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[RequireComponent(typeof(InteractableBase))]
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public class ObjectiveStepBehaviour : MonoBehaviour, IPuzzlePrompt
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public class ObjectiveStepBehaviour : ManagedBehaviour, IPuzzlePrompt
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{
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/// <summary>
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/// The data object representing this puzzle step.
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@@ -31,8 +32,10 @@ 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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void Awake()
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protected override void Awake()
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{
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base.Awake();
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_interactable = GetComponent<InteractableBase>();
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// Initialize the indicator if it exists, but ensure it's hidden initially
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@@ -57,6 +60,21 @@ namespace PuzzleS
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}
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}
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protected override void OnManagedAwake()
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{
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base.OnManagedAwake();
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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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{
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PuzzleManager.Instance.RegisterStepBehaviour(this);
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}
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else if (stepData == null)
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{
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Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
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}
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}
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void OnEnable()
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{
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if (_interactable == null)
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@@ -68,28 +86,19 @@ namespace PuzzleS
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_interactable.interactionComplete.AddListener(OnInteractionComplete);
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}
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}
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void Start()
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{
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// Simply register with the PuzzleManager
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// The manager will handle state updates appropriately based on whether data is loaded
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if (stepData != null && PuzzleManager.Instance != null)
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{
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PuzzleManager.Instance.RegisterStepBehaviour(this);
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}
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else if (stepData == null)
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{
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Logging.Warning($"[Puzzles] Cannot register step on {gameObject.name}: stepData is null");
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}
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}
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void OnDestroy()
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void OnDisable()
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{
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if (_interactable != null)
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{
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_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
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_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
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}
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}
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protected override void OnDestroy()
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{
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base.OnDestroy();
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if (PuzzleManager.Instance != null && stepData != null)
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{
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