First go around with save load system
This commit is contained in:
@@ -24,14 +24,14 @@ namespace Levels
|
||||
// Settings reference
|
||||
private IInteractionSettings _interactionSettings;
|
||||
|
||||
private bool _isActive = true;
|
||||
private bool switchActive = true;
|
||||
|
||||
/// <summary>
|
||||
/// Unity Awake callback. Sets up icon, interactable, and event handlers.
|
||||
/// </summary>
|
||||
void Awake()
|
||||
{
|
||||
_isActive = true;
|
||||
switchActive = true;
|
||||
if (_iconRenderer == null)
|
||||
_iconRenderer = GetComponent<SpriteRenderer>();
|
||||
|
||||
@@ -72,7 +72,7 @@ namespace Levels
|
||||
/// </summary>
|
||||
protected override void OnCharacterArrived()
|
||||
{
|
||||
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !_isActive)
|
||||
if (switchData == null || string.IsNullOrEmpty(switchData.targetLevelSceneName) || !switchActive)
|
||||
return;
|
||||
|
||||
var menuPrefab = _interactionSettings?.LevelSwitchMenuPrefab;
|
||||
@@ -92,7 +92,7 @@ namespace Levels
|
||||
}
|
||||
// Setup menu with data and callbacks
|
||||
menu.Setup(switchData, OnLevelSelectedWrapper, OnMinigameSelected, OnMenuCancel, OnRestartSelected);
|
||||
_isActive = false; // Prevent re-triggering until menu is closed
|
||||
switchActive = false; // Prevent re-triggering until menu is closed
|
||||
|
||||
// Switch input mode to UI only
|
||||
InputManager.Instance.SetInputMode(InputMode.UI);
|
||||
@@ -123,7 +123,7 @@ namespace Levels
|
||||
|
||||
private void OnMenuCancel()
|
||||
{
|
||||
_isActive = true; // Allow interaction again if cancelled
|
||||
switchActive = true; // Allow interaction again if cancelled
|
||||
InputManager.Instance.SetInputMode(InputMode.GameAndUI);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user