Disabled Saves, moved Folders adn renamed Data files, and added a state machine to the cookie puzzle
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using Core;
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using UnityEngine;
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using Core.Lifecycle;
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[System.Serializable]
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public class SoundBirdSaveData
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{
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public bool canFly;
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}
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public class soundBird_CanFly : ManagedBehaviour
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{
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public bool canFly = true;
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// Enable save/load participation
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public override bool AutoRegisterForSave => true;
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public void birdCanHear(bool canhear)
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{
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canFly = canhear;
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}
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#region Save/Load Implementation
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internal override string OnSceneSaveRequested()
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{
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var saveData = new SoundBirdSaveData
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{
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canFly = this.canFly
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};
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return JsonUtility.ToJson(saveData);
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}
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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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Logging.Warning($"[soundBird_CanFly] No save data to restore for {gameObject.name}");
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return;
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}
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var saveData = JsonUtility.FromJson<SoundBirdSaveData>(serializedData);
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if (saveData != null)
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{
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canFly = saveData.canFly;
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Logging.Debug($"[soundBird_CanFly] Restored canFly state: {canFly}");
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}
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}
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#endregion
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}
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