Big script cleanup. Remove the examples from Ropes' external package
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89
Assets/Scripts/LevelS/LevelSwitch.cs
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89
Assets/Scripts/LevelS/LevelSwitch.cs
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using System;
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using UnityEngine;
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/// <summary>
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/// Handles level switching when interacted with. Applies switch data and triggers scene transitions.
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/// </summary>
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public class LevelSwitch : MonoBehaviour
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{
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/// <summary>
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/// Data for this level switch (target scene, icon, etc).
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/// </summary>
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public LevelSwitchData switchData;
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/// <summary>
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/// Renderer for the switch icon.
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/// </summary>
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public SpriteRenderer iconRenderer;
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private Interactable interactable;
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private bool _isActive = true;
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/// <summary>
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/// Unity Awake callback. Sets up icon, interactable, and event handlers.
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/// </summary>
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void Awake()
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{
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_isActive = true;
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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interactable = GetComponent<Interactable>();
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if (interactable != null)
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{
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interactable.StartedInteraction += OnStartedInteraction;
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}
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ApplySwitchData();
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}
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/// <summary>
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/// Unity OnDestroy callback. Cleans up event handlers.
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/// </summary>
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void OnDestroy()
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{
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if (interactable != null)
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{
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interactable.StartedInteraction -= OnStartedInteraction;
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}
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}
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#if UNITY_EDITOR
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/// <summary>
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/// Unity OnValidate callback. Ensures icon and data are up to date in editor.
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/// </summary>
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void OnValidate()
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{
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if (iconRenderer == null)
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iconRenderer = GetComponent<SpriteRenderer>();
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ApplySwitchData();
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}
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#endif
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/// <summary>
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/// Applies the switch data to the level switch (icon, name, etc).
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/// </summary>
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public void ApplySwitchData()
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{
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if (switchData != null)
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{
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if (iconRenderer != null)
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iconRenderer.sprite = switchData.mapSprite;
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gameObject.name = switchData.targetLevelSceneName;
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// Optionally update other fields, e.g. description
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}
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}
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/// <summary>
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/// Handles the start of an interaction (switches the level if active).
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/// </summary>
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private async void OnStartedInteraction()
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{
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Debug.Log($"LevelSwitch.OnInteracted: Switching to level {switchData?.targetLevelSceneName}");
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if (switchData != null && !string.IsNullOrEmpty(switchData.targetLevelSceneName) && _isActive)
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{
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// Optionally: show loading UI here
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var progress = new Progress<float>(p => Debug.Log($"Loading progress: {p * 100:F0}%"));
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await SceneManagerService.Instance.SwitchSceneAsync(switchData.targetLevelSceneName, progress);
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_isActive = false;
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// Optionally: hide loading UI here
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}
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}
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}
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