Finalize by subscribing to the new boot init order
This commit is contained in:
@@ -1,4 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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@@ -98,14 +98,9 @@ namespace Bootstrap
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// Notify the BootCompletionService that boot is complete
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if (Application.isPlaying)
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{
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// We use reflection to avoid direct reference in case the service is disabled/removed
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var type = System.Type.GetType("Bootstrap.BootCompletionService, Assembly-CSharp");
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if (type != null)
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{
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var method = type.GetMethod("HandleBootCompleted",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
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method?.Invoke(null, null);
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}
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// Direct call to boot completion service
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Debug.Log("[CustomBoot] Calling BootCompletionService.HandleBootCompleted()");
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BootCompletionService.HandleBootCompleted();
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}
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}
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@@ -123,14 +118,9 @@ namespace Bootstrap
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// Notify the BootCompletionService that boot is complete
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if (Application.isPlaying)
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{
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// We use reflection to avoid direct reference in case the service is disabled/removed
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var type = System.Type.GetType("Bootstrap.BootCompletionService, Assembly-CSharp");
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if (type != null)
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{
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var method = type.GetMethod("HandleBootCompleted",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Static);
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method?.Invoke(null, null);
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}
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// Direct call to boot completion service
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Debug.Log("[CustomBoot] Calling BootCompletionService.HandleBootCompleted()");
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BootCompletionService.HandleBootCompleted();
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}
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}
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@@ -1,3 +1,4 @@
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using Bootstrap;
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using Core;
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using Input;
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using UnityEngine;
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@@ -14,6 +15,13 @@ namespace Cinematics
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private float _holdStartTime;
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private bool _isHolding;
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private bool _skipPerformed;
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private bool _initialized = false;
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void Awake()
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{
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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void Start()
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{
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@@ -26,30 +34,91 @@ namespace Cinematics
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void OnEnable()
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{
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if (CinematicsManager.Instance.IsCinematicPlaying)
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HandleCinematicStarted();
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CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
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CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
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// Only handle the case where the GameObject is enabled after boot is already complete
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if (!_initialized && BootCompletionService.IsBootComplete)
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{
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// Boot is already complete but we haven't initialized yet, do it now
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Logging.Debug("[SkipCinematic] OnEnable: Boot already complete, initializing now");
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InitializePostBoot();
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}
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else if (_initialized)
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{
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// If we're already initialized, just ensure subscriptions are active
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SubscribeToCinematicsEvents();
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}
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// If boot isn't complete, our InitializePostBoot method will be called via the BootCompletionService
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}
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void OnDisable()
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{
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// Clean up subscriptions regardless of initialization state
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UnsubscribeFromCinematicsEvents();
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}
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private void InitializePostBoot()
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{
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// Safe initialization of manager dependencies after boot is complete
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if (_initialized)
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return;
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_initialized = true;
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// Subscribe to CinematicsManager events now that boot is complete
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SubscribeToCinematicsEvents();
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Logging.Debug("[SkipCinematic] Post-boot initialization complete");
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}
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private void SubscribeToCinematicsEvents()
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{
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if (CinematicsManager.Instance == null) return;
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// First unsubscribe to prevent duplicate subscriptions
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UnsubscribeFromCinematicsEvents();
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// Now subscribe
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CinematicsManager.Instance.OnCinematicStarted += HandleCinematicStarted;
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CinematicsManager.Instance.OnCinematicStopped += HandleCinematicStopped;
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// Check if a cinematic is already playing
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if (CinematicsManager.Instance.IsCinematicPlaying)
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HandleCinematicStarted();
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Logging.Debug("[SkipCinematic] Subscribed to cinematics events");
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}
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private void UnsubscribeFromCinematicsEvents()
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{
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if (CinematicsManager.Instance != null)
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{
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CinematicsManager.Instance.OnCinematicStarted -= HandleCinematicStarted;
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CinematicsManager.Instance.OnCinematicStopped -= HandleCinematicStopped;
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// If still registered, unregister input override
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Logging.Debug("[SkipCinematic] Unsubscribed from cinematics events");
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}
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// If still registered as an input override consumer, unregister
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if (InputManager.Instance != null)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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Logging.Debug("[SkipCinematic] Unregistered as input override consumer");
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}
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}
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private void HandleCinematicStarted()
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{
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if (InputManager.Instance != null)
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{
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InputManager.Instance.RegisterOverrideConsumer(this);
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}
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}
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private void HandleCinematicStopped()
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{
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if (InputManager.Instance != null)
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{
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InputManager.Instance.UnregisterOverrideConsumer(this);
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}
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}
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void Update()
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{
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@@ -4,6 +4,7 @@ using System.Threading.Tasks;
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using UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Bootstrap;
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namespace Core
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{
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@@ -48,30 +49,17 @@ namespace Core
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private readonly Dictionary<string, AsyncOperation> _activeUnloads = new();
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private const string BootstrapSceneName = "BootstrapScene";
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void Start()
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{
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_loadingScreen = LoadingScreenController.Instance;
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// Set up loading screen event handlers
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SetupLoadingScreenEvents();
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}
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void Awake()
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{
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_instance = this;
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// DontDestroyOnLoad(gameObject);
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#if UNITY_EDITOR
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// In Editor, set CurrentGameplayScene to the currently open scene at play start
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if (Application.isPlaying)
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{
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var activeScene = SceneManager.GetActiveScene();
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if (activeScene.IsValid())
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{
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CurrentGameplayScene = activeScene.name;
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}
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}
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#endif
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// Initialize current scene tracking immediately in Awake
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InitializeCurrentSceneTracking();
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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// Ensure BootstrapScene is loaded at startup
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var bootstrap = SceneManager.GetSceneByName(BootstrapSceneName);
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if (!bootstrap.isLoaded)
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@@ -80,6 +68,53 @@ namespace Core
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}
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}
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/// <summary>
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/// Initialize current scene tracking immediately in Awake
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/// This ensures scene management works correctly regardless of boot timing
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/// </summary>
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private void InitializeCurrentSceneTracking()
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{
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// Get the active scene and use it as the current gameplay scene
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Scene activeScene = SceneManager.GetActiveScene();
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if (activeScene.IsValid())
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{
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// If this is the MainMenu or another gameplay scene, track it
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if (activeScene.name != BootstrapSceneName)
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{
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CurrentGameplayScene = activeScene.name;
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Logging.Debug($"[SceneManagerService] Initialized with current scene: {CurrentGameplayScene}");
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}
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// Otherwise default to MainMenu
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else
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{
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CurrentGameplayScene = "MainMenu";
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Logging.Debug($"[SceneManagerService] Initialized with default scene: {CurrentGameplayScene}");
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}
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}
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else
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{
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CurrentGameplayScene = "MainMenu";
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Logging.Debug($"[SceneManagerService] No valid active scene, defaulting to: {CurrentGameplayScene}");
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}
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}
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void Start()
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{
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// LoadingScreen setup moved to InitializePostBoot
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}
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private void InitializePostBoot()
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{
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// Set up loading screen reference and events after boot is complete
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_loadingScreen = LoadingScreenController.Instance;
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// Set up loading screen event handlers if available
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SetupLoadingScreenEvents();
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Logging.Debug($"[SceneManagerService] Post-boot initialization complete, current scene is: {CurrentGameplayScene}");
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}
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private void SetupLoadingScreenEvents()
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{
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if (_loadingScreen == null) return;
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@@ -5,6 +5,7 @@ using UnityEngine.EventSystems;
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using UnityEngine.InputSystem;
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using UnityEngine.SceneManagement;
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using AppleHills.Core.Settings;
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using Bootstrap;
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using Core; // Added for IInteractionSettings
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namespace Input
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@@ -78,14 +79,31 @@ namespace Input
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tapMoveAction = playerInput.actions.FindAction("TapMove", false);
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holdMoveAction = playerInput.actions.FindAction("HoldMove", false);
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positionAction = playerInput.actions.FindAction("TouchPosition", false);
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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private void Start()
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{
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// SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
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// SceneManagerService subscription moved to InitializePostBoot
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SwitchInputOnSceneLoaded(SceneManager.GetActiveScene().name);
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}
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private void InitializePostBoot()
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{
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// Subscribe to scene load completed events now that boot is complete
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SceneManagerService.Instance.SceneLoadCompleted += SwitchInputOnSceneLoaded;
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Logging.Debug("[InputManager] Subscribed to SceneManagerService events");
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}
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private void OnDestroy()
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{
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// Unsubscribe from SceneManagerService
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if (SceneManagerService.Instance != null)
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SceneManagerService.Instance.SceneLoadCompleted -= SwitchInputOnSceneLoaded;
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}
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private void SwitchInputOnSceneLoaded(string sceneName)
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{
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if (sceneName.ToLower().Contains("mainmenu"))
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@@ -5,6 +5,7 @@ using System.Linq;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using AppleHills.Core.Settings;
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using Bootstrap;
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using Core;
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using UnityEngine.AddressableAssets;
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using UnityEngine.ResourceManagement.AsyncOperations;
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@@ -73,6 +74,9 @@ namespace PuzzleS
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// Initialize settings reference
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_interactionSettings = GameManager.GetSettingsObject<IInteractionSettings>();
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// Register for post-boot initialization
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BootCompletionService.RegisterInitAction(InitializePostBoot);
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}
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void OnEnable()
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@@ -83,7 +87,7 @@ namespace PuzzleS
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void Start()
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{
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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// SceneManagerService subscription moved to InitializePostBoot
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// Find player transform
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_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
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@@ -98,6 +102,13 @@ namespace PuzzleS
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}
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}
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private void InitializePostBoot()
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{
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// Subscribe to SceneManagerService events after boot is complete
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SceneManagerService.Instance.SceneLoadCompleted += OnSceneLoadCompleted;
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Logging.Debug("[PuzzleManager] Subscribed to SceneManagerService events");
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}
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void OnDestroy()
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{
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StopProximityChecks();
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