Clean up IPausable interafaces a little bit and start refactoring the pause-game flow in the minigame
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@@ -29,12 +29,6 @@ namespace Minigames.DivingForPictures
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private Coroutine _wobbleCoroutine;
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private Coroutine _offScreenCheckCoroutine;
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// Pause state tracking
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private bool _isPaused = false;
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// IPausable implementation
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public bool IsPaused => _isPaused;
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void Awake()
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{
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// Cache references and randomize time offset for wobble
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@@ -67,9 +61,8 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void Pause()
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{
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if (_isPaused) return; // Already paused
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_isPaused = true;
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if (GameManager.Instance.IsPaused) return; // Already paused
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StopBubbleBehavior();
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// Debug log for troubleshooting
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@@ -81,9 +74,8 @@ namespace Minigames.DivingForPictures
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/// </summary>
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public void DoResume()
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{
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if (!_isPaused) return; // Already running
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_isPaused = false;
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if (!GameManager.Instance.IsPaused) return; // Already running
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StartBubbleBehavior();
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// Debug log for troubleshooting
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@@ -95,7 +87,7 @@ namespace Minigames.DivingForPictures
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/// </summary>
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private void StartBubbleBehavior()
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{
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if (_isPaused || !isActiveAndEnabled) return; // Don't start if paused
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if (GameManager.Instance.IsPaused || !isActiveAndEnabled) return; // Don't start if paused
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_movementCoroutine = StartCoroutine(MovementCoroutine());
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_wobbleCoroutine = StartCoroutine(WobbleCoroutine());
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