Fix issues with disabled puzzle steps not registering with puzzle manager
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@@ -142,7 +142,7 @@ public class InputManager : MonoBehaviour
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Vector2 screenPos = positionAction.ReadValue<Vector2>();
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Vector3 worldPos = Camera.main.ScreenToWorldPoint(screenPos);
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Vector2 worldPos2D = new Vector2(worldPos.x, worldPos.y);
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Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
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// Debug.Log($"[InputManager] HoldMove update at {worldPos2D}");
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defaultConsumer?.OnHoldMove(worldPos2D);
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}
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}
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@@ -139,7 +139,6 @@ namespace Interactions
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}
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else
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{
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if (itemToSlot != null)
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{
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DebugUIMessage.Show("I'm not sure this works.", Color.yellow);
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@@ -148,17 +147,5 @@ namespace Interactions
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Interactable.BroadcastInteractionComplete(false);
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}
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}
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void Update()
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{
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if (_currentlySlottedItemObject != null)
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{
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Debug.Log($"[ItemSlot] Slotted item: {_currentlySlottedItemObject.name}");
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}
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else
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{
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Debug.Log("[ItemSlot] No item slotted.");
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}
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}
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}
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}
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@@ -32,6 +32,11 @@ namespace PuzzleS
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_interactable.interactionComplete.AddListener(OnInteractionComplete);
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}
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PuzzleManager.Instance?.RegisterStepBehaviour(this);
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// Check if this step was already unlocked
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if (stepData != null && PuzzleManager.Instance != null && PuzzleManager.Instance.IsStepUnlocked(stepData))
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{
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UnlockStep();
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}
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}
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void OnDestroy()
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@@ -179,6 +179,14 @@ public class PuzzleManager : MonoBehaviour
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}
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}
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/// <summary>
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/// Returns whether a step is already unlocked.
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/// </summary>
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public bool IsStepUnlocked(PuzzleStepSO step)
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{
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return unlockedSteps.Contains(step);
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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