FINALIZE THIS SHIEEEEEET
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@@ -229,9 +229,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: AppleHillsScripts::UI.LoadingScreenController
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loadingScreenContainer: {fileID: 7270617579256400696}
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progressBarImage: {fileID: 1674678211233966532}
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minimumDisplayTime: 2
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animateProgressBar: 1
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progressBarSmoothTime: 0.1
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minimumDisplayTime: 1
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progressUpdateInterval: 0.1
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--- !u!1 &6888795583318782279
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GameObject:
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@@ -255,7 +255,7 @@ MonoBehaviour:
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m_EditorClassIdentifier: AppleHillsScripts::Bootstrap.InitialLoadingScreen
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loadingScreenContainer: {fileID: 180679697}
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progressBarImage: {fileID: 180679696}
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minimumDisplayTime: 2
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minimumDisplayTime: 1
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progressUpdateInterval: 0.1
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--- !u!1 &400217123
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GameObject:
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@@ -71,9 +71,16 @@ namespace PuzzleS
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void Start()
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{
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// Register with PuzzleManager, regardless of enabled/disabled state
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// PuzzleManager will call UnlockStep or LockStep based on current puzzle state
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PuzzleManager.Instance?.RegisterStepBehaviour(this);
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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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@@ -83,7 +90,11 @@ namespace PuzzleS
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_interactable.interactionStarted.RemoveListener(OnInteractionStarted);
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_interactable.interactionComplete.RemoveListener(OnInteractionComplete);
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}
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PuzzleManager.Instance?.UnregisterStepBehaviour(this);
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if (PuzzleManager.Instance != null && stepData != null)
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{
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PuzzleManager.Instance.UnregisterStepBehaviour(this);
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}
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}
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/// <summary>
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@@ -33,10 +33,13 @@ namespace PuzzleS
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// Current level puzzle data
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private PuzzleLevelDataSO _currentLevelData;
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private AsyncOperationHandle<PuzzleLevelDataSO> _levelDataLoadOperation;
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private bool _isLoadingLevelData = false;
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private bool _isDataLoaded = false;
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// Store registered behaviors that are waiting for data to be loaded
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private List<ObjectiveStepBehaviour> _registeredBehaviours = new List<ObjectiveStepBehaviour>();
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/// <summary>
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/// Singleton instance of the PuzzleManager. No longer creates an instance if one doesn't exist.
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/// Singleton instance of the PuzzleManager.
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/// </summary>
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public static PuzzleManager Instance => _instance;
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@@ -66,6 +69,7 @@ namespace PuzzleS
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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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SceneManagerService.Instance.SceneLoadStarted += OnSceneLoadStarted;
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// Find player transform
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_playerTransform = GameObject.FindGameObjectWithTag("Player")?.transform;
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@@ -74,7 +78,7 @@ namespace PuzzleS
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StartProximityChecks();
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// Load puzzle data for the current scene if not already loading
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if (_currentLevelData == null && !_isLoadingLevelData)
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if (_currentLevelData == null && !_isDataLoaded)
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{
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LoadPuzzleDataForCurrentScene();
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}
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@@ -90,6 +94,7 @@ namespace PuzzleS
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if (SceneManagerService.Instance != null)
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{
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SceneManagerService.Instance.SceneLoadCompleted -= OnSceneLoadCompleted;
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SceneManagerService.Instance.SceneLoadStarted -= OnSceneLoadStarted;
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}
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// Release addressable handle if needed
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@@ -99,6 +104,16 @@ namespace PuzzleS
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}
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}
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/// <summary>
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/// Called when a scene is starting to load
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/// </summary>
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public void OnSceneLoadStarted(string sceneName)
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{
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// Reset data loaded state when changing scenes to avoid using stale data
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_isDataLoaded = false;
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Logging.Debug($"[Puzzles] Scene load started: {sceneName}, marked puzzle data as not loaded");
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}
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/// <summary>
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/// Called when a scene is loaded
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/// </summary>
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@@ -132,7 +147,7 @@ namespace PuzzleS
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return;
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}
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_isLoadingLevelData = true;
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_isDataLoaded = false;
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string addressablePath = $"Puzzles/{currentScene}";
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Logging.Debug($"[Puzzles] Loading puzzle data from addressable: {addressablePath}");
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@@ -143,9 +158,12 @@ namespace PuzzleS
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Addressables.Release(_levelDataLoadOperation);
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}
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// Check if the addressable exists before trying to load it
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if (!AppleHillsUtils.AddressableKeyExists(addressablePath))
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{
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Logging.Warning($"[Puzzles] Puzzle key does not exist in Addressables: {addressablePath}. Returning early!");
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Logging.Warning($"[Puzzles] Puzzle data does not exist for scene: {currentScene}");
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_isDataLoaded = true; // Mark as loaded but with no data
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_currentLevelData = null;
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return;
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}
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@@ -153,8 +171,6 @@ namespace PuzzleS
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_levelDataLoadOperation = Addressables.LoadAssetAsync<PuzzleLevelDataSO>(addressablePath);
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_levelDataLoadOperation.Completed += handle =>
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{
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_isLoadingLevelData = false;
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if (handle.Status == AsyncOperationStatus.Succeeded)
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{
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_currentLevelData = handle.Result;
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@@ -167,8 +183,11 @@ namespace PuzzleS
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// Unlock initial steps
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UnlockInitialSteps();
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// Update existing ObjectiveStepBehaviours with the current state
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UpdateRegisteredStepStates();
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// Update all registered behaviors now that data is loaded
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UpdateAllRegisteredBehaviors();
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// Mark data as loaded
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_isDataLoaded = true;
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// Notify listeners
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OnLevelDataLoaded?.Invoke(_currentLevelData);
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@@ -176,6 +195,8 @@ namespace PuzzleS
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else
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{
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Logging.Warning($"[Puzzles] Failed to load puzzle data for {currentScene}: {handle.OperationException?.Message}");
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_isDataLoaded = true; // Mark as loaded but with error
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_currentLevelData = null;
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}
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};
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}
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@@ -238,6 +259,24 @@ namespace PuzzleS
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}
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}
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/// <summary>
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/// Update all registered behaviors with their current state
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/// </summary>
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private void UpdateAllRegisteredBehaviors()
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{
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foreach (var behaviour in _registeredBehaviours)
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{
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if (behaviour == null) continue;
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// Only update if the step is in our dictionary
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bool stepUnlocked = IsStepUnlocked(behaviour.stepData);
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if (stepUnlocked)
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{
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UpdateStepState(behaviour);
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}
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}
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}
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/// <summary>
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/// Registers a step behaviour with the manager.
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/// </summary>
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@@ -246,13 +285,24 @@ namespace PuzzleS
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{
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if (behaviour?.stepData == null) return;
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// Always add to our registered behaviors list
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if (!_registeredBehaviours.Contains(behaviour))
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{
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_registeredBehaviours.Add(behaviour);
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}
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// Add to the step behaviours dictionary if not already there
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if (!_stepBehaviours.ContainsKey(behaviour.stepData))
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{
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_stepBehaviours.Add(behaviour.stepData, behaviour);
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Logging.Debug($"[Puzzles] Registered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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// Immediately set the correct state based on current puzzle state
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UpdateStepState(behaviour);
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// Only update state if data is already loaded
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if (_isDataLoaded && _currentLevelData != null)
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{
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UpdateStepState(behaviour);
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}
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// Otherwise, the state will be updated when data loads in UpdateAllRegisteredBehaviors
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}
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}
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@@ -279,17 +329,6 @@ namespace PuzzleS
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}
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}
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/// <summary>
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/// Updates the states of all registered step behaviours based on current puzzle state.
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/// </summary>
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private void UpdateRegisteredStepStates()
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{
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foreach (var kvp in _stepBehaviours)
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{
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UpdateStepState(kvp.Value);
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}
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}
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/// <summary>
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/// Unregisters a step behaviour from the manager.
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/// </summary>
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@@ -297,7 +336,10 @@ namespace PuzzleS
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public void UnregisterStepBehaviour(ObjectiveStepBehaviour behaviour)
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{
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if (behaviour?.stepData == null) return;
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_stepBehaviours.Remove(behaviour.stepData);
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_registeredBehaviours.Remove(behaviour);
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Logging.Debug($"[Puzzles] Unregistered step: {behaviour.stepData.stepId} on {behaviour.gameObject.name}");
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}
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@@ -446,6 +488,15 @@ namespace PuzzleS
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return _currentLevelData;
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}
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/// <summary>
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/// Checks if puzzle data is loaded
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/// </summary>
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/// <returns>True if data loading has completed (whether successful or not)</returns>
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public bool IsDataLoaded()
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{
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return _isDataLoaded;
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}
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void OnApplicationQuit()
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{
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_isQuitting = true;
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@@ -1,5 +1,6 @@
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using UnityEngine;
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using System.Collections.Generic;
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using System;
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/// <summary>
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/// ScriptableObject representing a single puzzle step, its display info, and which steps it unlocks.
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@@ -29,4 +30,58 @@ public class PuzzleStepSO : ScriptableObject
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/// </summary>
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[Header("Unlocks")]
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public List<PuzzleStepSO> unlocks = new List<PuzzleStepSO>();
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/// <summary>
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/// Override Equals to compare by stepId rather than reference equality.
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/// This ensures consistent behavior across different platforms (Editor vs Mobile).
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/// </summary>
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/// <param name="obj">Object to compare to</param>
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/// <returns>True if the objects represent the same puzzle step</returns>
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public override bool Equals(object obj)
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{
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if (obj == null) return false;
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// Check if the object is actually a PuzzleStepSO
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PuzzleStepSO other = obj as PuzzleStepSO;
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if (other == null) return false;
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// Compare by stepId instead of reference
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return string.Equals(stepId, other.stepId, StringComparison.Ordinal);
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}
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/// <summary>
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/// Override GetHashCode to be consistent with the Equals method.
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/// This is crucial for HashSet and Dictionary to work properly.
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/// </summary>
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/// <returns>Hash code based on stepId</returns>
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public override int GetHashCode()
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{
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// Generate hash code from stepId to ensure consistent hashing
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return stepId != null ? stepId.GetHashCode() : 0;
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}
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/// <summary>
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/// Override == operator to use our custom equality logic
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/// </summary>
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public static bool operator ==(PuzzleStepSO a, PuzzleStepSO b)
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{
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// Check if both are null or if they're the same instance
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if (ReferenceEquals(a, b))
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return true;
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// Check if either is null (but not both, as that's handled above)
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if (((object)a == null) || ((object)b == null))
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return false;
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// Use our custom Equals method
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return a.Equals(b);
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}
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/// <summary>
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/// Override != operator to be consistent with == operator
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/// </summary>
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public static bool operator !=(PuzzleStepSO a, PuzzleStepSO b)
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{
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return !(a == b);
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}
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}
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